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- 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 time =czm_frameNumber * speed / 1000.0;
- float radius = length(st);
- float angle = atan(st.y/st.x);
- float radius1 = sin(time * 2.0) + sin(40.0*angle+time)*0.01;
- float radius2 = cos(time * 3.0);
- vec3 fragColor = 0.2 + 0.5 * cos( time + color.rgb + vec3(0,2,4));
- float inten1 = 1.0 - sqrt(abs(radius1 - radius));
- float inten2 = 1.0 - sqrt(abs(radius2 - radius));
- material.alpha = pow(inten1 + inten2 , 5.0) ;
- material.diffuse = fragColor * (inten1 + inten2);
- return material;
- }
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