Add existing to tracked
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uniform vec4 color;
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uniform float spacing;
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uniform float width;
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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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float distanceToContour = mod(materialInput.height, spacing);
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#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
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float dxc = abs(dFdx(materialInput.height));
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float dyc = abs(dFdy(materialInput.height));
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float dF = max(dxc, dyc) * czm_pixelRatio * width;
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float alpha = (distanceToContour < dF) ? 1.0 : 0.0;
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#else
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// If no derivatives available (IE 10?), use pixel ratio
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float alpha = (distanceToContour < (czm_pixelRatio * width)) ? 1.0 : 0.0;
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#endif
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vec4 outColor = czm_gammaCorrect(vec4(color.rgb, alpha * color.a));
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material.diffuse = outColor.rgb;
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material.alpha = outColor.a;
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return material;
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}
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