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