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GLSL

#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
uniform vec4 color;
uniform float spacing;
uniform float width;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float distanceToContour = mod(materialInput.height, spacing);
#ifdef GL_OES_standard_derivatives
float dxc = abs(dFdx(materialInput.height));
float dyc = abs(dFdy(materialInput.height));
float dF = max(dxc, dyc) * czm_pixelRatio * width;
float alpha = (distanceToContour < dF) ? 1.0 : 0.0;
#else
float alpha = (distanceToContour < (czm_pixelRatio * width)) ? 1.0 : 0.0;
#endif
vec4 outColor = czm_gammaCorrect(vec4(color.rgb, alpha * color.a));
material.diffuse = outColor.rgb;
material.alpha = outColor.a;
return material;
}