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703 B
GLSL

uniform vec4 color;
uniform float glowPower;
uniform float taperPower;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float glow = glowPower / abs(st.t - 0.5) - (glowPower / 0.5);
if (taperPower <= 0.99999) {
glow *= min(1.0, taperPower / (0.5 - st.s * 0.5) - (taperPower / 0.5));
}
vec4 fragColor;
fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb);
fragColor.a = clamp(0.0, 1.0, glow) * color.a;
fragColor = czm_gammaCorrect(fragColor);
material.emission = fragColor.rgb;
material.alpha = fragColor.a;
return material;
}