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