uniform vec4 color; uniform float speed; czm_material czm_getMaterial(czm_materialInput materialInput){ czm_material material = czm_getDefaultMaterial(materialInput); vec2 st = materialInput.st * 2.0 - 1.0; float t = czm_frameNumber * speed / 1000.0 ; vec3 col = vec3(0.0); vec2 p = vec2(sin(t), cos(t)); float d = length(st - dot(p, st) * p); if (dot(st, p) < 0.) { d = length(st); } col = .006 / d * color.rgb; if(distance(st,vec2(0)) > 0.99 ){ col =color.rgb; } material.alpha = pow(length(col),2.0); material.diffuse = col * 3.0 ; return material; }