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- uniform sampler2D image;
- uniform float speed;
- uniform vec4 color;
- uniform vec2 repeat;
-
- czm_material czm_getMaterial(czm_materialInput materialInput){
- czm_material material = czm_getDefaultMaterial(materialInput);
- float perDis = 1.0 / repeat.y / 3.0 ;
- vec2 st = materialInput.st * repeat;
- float time = fract(czm_frameNumber * speed / 1000.0);
- vec4 colorImage = texture2D(image, vec2(st.s, fract(st.t - time)));
- material.alpha = colorImage.a * smoothstep(.2 ,1. ,distance(st.t * perDis ,1. + perDis ));
- material.diffuse = max(color.rgb * material.alpha * 1.5, color.rgb);
- material.emission = max(color.rgb * material.alpha * 1.5, color.rgb);
- return material;
- }
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