26 lines
531 B
GLSL
26 lines
531 B
GLSL
#ifdef VECTOR_TILE
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uniform vec4 u_highlightColor;
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#endif
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in vec2 v_st;
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void main()
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{
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czm_materialInput materialInput;
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vec2 st = v_st;
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st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
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materialInput.s = st.s;
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materialInput.st = st;
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materialInput.str = vec3(st, 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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#ifdef VECTOR_TILE
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out_FragColor *= u_highlightColor;
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#endif
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czm_writeLogDepth();
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}
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