//This file is automatically rebuilt by the Cesium build process.
/*global define*/
define(function() {
    "use strict";
    return "uniform vec4 lightColor;\n\
uniform vec4 darkColor;\n\
uniform vec2 repeat;\n\
\n\
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
{\n\
    czm_material material = czm_getDefaultMaterial(materialInput);\n\
    \n\
    // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
    float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5));  // 0.0 or 1.0\n\
\n\
    vec4 color = mix(lightColor, darkColor, b);\n\
    material.diffuse = color.rgb;\n\
    material.alpha = color.a;\n\
    \n\
    return material;\n\
}\n\
";
});