PolylineFS.glsl 462 B

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  1. #ifdef VECTOR_TILE
  2. uniform vec4 u_highlightColor;
  3. #endif
  4. varying vec2 v_st;
  5. void main()
  6. {
  7. czm_materialInput materialInput;
  8. materialInput.s = v_st.s;
  9. materialInput.st = v_st;
  10. materialInput.str = vec3(v_st, 0.0);
  11. czm_material material = czm_getMaterial(materialInput);
  12. gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
  13. #ifdef VECTOR_TILE
  14. gl_FragColor *= u_highlightColor;
  15. #endif
  16. czm_writeLogDepth();
  17. }