uniform vec4 lightColor; uniform vec4 darkColor; uniform vec2 repeat; czm_material czm_getMaterial(czm_materialInput materialInput) { czm_material material = czm_getDefaultMaterial(materialInput); // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5)); // 0.0 or 1.0 vec4 color = mix(lightColor, darkColor, b); color = czm_gammaCorrect(color); material.diffuse = color.rgb; material.alpha = color.a; return material; }