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GLSL

uniform vec4 color;
uniform vec4 outlineColor;
uniform float outlineWidth;
varying float v_width;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float halfInteriorWidth = 0.5 * (v_width - outlineWidth) / v_width;
float b = step(0.5 - halfInteriorWidth, st.t);
b *= 1.0 - step(0.5 + halfInteriorWidth, st.t);
// Find the distance from the closest separator (region between two colors)
float d1 = abs(st.t - (0.5 - halfInteriorWidth));
float d2 = abs(st.t - (0.5 + halfInteriorWidth));
float dist = min(d1, d2);
vec4 currentColor = mix(outlineColor, color, b);
vec4 outColor = czm_antialias(outlineColor, color, currentColor, dist);
outColor = czm_gammaCorrect(outColor);
material.diffuse = outColor.rgb;
material.alpha = outColor.a;
return material;
}