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| #ifdef VECTOR_TILE
| uniform vec4 u_highlightColor;
| #endif
|
| varying vec2 v_st;
|
| void main()
| {
| czm_materialInput materialInput;
|
| vec2 st = v_st;
| st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
|
| materialInput.s = st.s;
| materialInput.st = st;
| materialInput.str = vec3(st, 0.0);
|
| czm_material material = czm_getMaterial(materialInput);
| gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
| #ifdef VECTOR_TILE
| gl_FragColor *= u_highlightColor;
| #endif
|
| czm_writeLogDepth();
| }
|
|