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30 lines
1023 B
GLSL

uniform vec4 lightColor;
uniform vec4 darkColor;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
// From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0); // 0.0 or 1.0
// Find the distance from the closest separator (region between two colors)
float scaledWidth = fract(repeat.s * st.s);
scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
float scaledHeight = fract(repeat.t * st.t);
scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
float value = min(scaledWidth, scaledHeight);
vec4 currentColor = mix(lightColor, darkColor, b);
vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);
color = czm_gammaCorrect(color);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}