Add existing to tracked
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+37
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uniform vec4 fadeInColor;
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uniform vec4 fadeOutColor;
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uniform float maximumDistance;
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uniform bool repeat;
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uniform vec2 fadeDirection;
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uniform vec2 time;
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float getTime(float t, float coord)
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{
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float scalar = 1.0 / maximumDistance;
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float q = distance(t, coord) * scalar;
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if (repeat)
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{
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float r = distance(t, coord + 1.0) * scalar;
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float s = distance(t, coord - 1.0) * scalar;
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q = min(min(r, s), q);
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}
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return clamp(q, 0.0, 1.0);
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}
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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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float s = getTime(time.x, st.s) * fadeDirection.s;
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float t = getTime(time.y, st.t) * fadeDirection.t;
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float u = length(vec2(s, t));
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vec4 color = mix(fadeInColor, fadeOutColor, u);
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color = czm_gammaCorrect(color);
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material.emission = color.rgb;
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material.alpha = color.a;
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return material;
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}
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