uniform sampler2D colorTexture; uniform float gradations; varying vec2 v_textureCoordinates; void main(void) { vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb; #ifdef CZM_SELECTED_FEATURE if (czm_selected()) { gl_FragColor = vec4(rgb, 1.0); return; } #endif float luminance = czm_luminance(rgb); float darkness = luminance * gradations; darkness = (darkness - fract(darkness)) / gradations; gl_FragColor = vec4(vec3(darkness), 1.0); }