Add existing to tracked
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in vec3 v_forwardDirectionEC;
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in vec3 v_texcoordNormalizationAndHalfWidth;
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in float v_batchId;
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#ifdef PER_INSTANCE_COLOR
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in vec4 v_color;
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#else
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in vec2 v_alignedPlaneDistances;
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in float v_texcoordT;
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#endif
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float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {
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// We don't expect the ray to ever be parallel to the plane
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return (-planeDistance - dot(planeNormal, origin)) / dot(planeNormal, direction);
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}
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void main(void)
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{
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vec4 eyeCoordinate = gl_FragCoord;
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eyeCoordinate /= eyeCoordinate.w;
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#ifdef PER_INSTANCE_COLOR
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out_FragColor = czm_gammaCorrect(v_color);
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#else // PER_INSTANCE_COLOR
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// Use distances for planes aligned with segment to prevent skew in dashing
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float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);
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float distanceFromEnd = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, v_forwardDirectionEC, -v_forwardDirectionEC.xyz, v_alignedPlaneDistances.y);
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// Clamp - distance to aligned planes may be negative due to mitering
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distanceFromStart = max(0.0, distanceFromStart);
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distanceFromEnd = max(0.0, distanceFromEnd);
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float s = distanceFromStart / (distanceFromStart + distanceFromEnd);
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s = (s * v_texcoordNormalizationAndHalfWidth.x) + v_texcoordNormalizationAndHalfWidth.y;
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czm_materialInput materialInput;
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materialInput.s = s;
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materialInput.st = vec2(s, v_texcoordT);
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materialInput.str = vec3(s, v_texcoordT, 0.0);
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czm_material material = czm_getMaterial(materialInput);
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out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
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#endif // PER_INSTANCE_COLOR
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}
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