Add existing to tracked
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uniform vec4 color;
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uniform vec4 rimColor;
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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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// See http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html
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float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));
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float s = smoothstep(1.0 - width, 1.0, d);
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vec4 outColor = czm_gammaCorrect(color);
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vec4 outRimColor = czm_gammaCorrect(rimColor);
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material.diffuse = outColor.rgb;
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material.emission = outRimColor.rgb * s;
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material.alpha = mix(outColor.a, outRimColor.a, s);
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return material;
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}
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