#ifdef VECTOR_TILE uniform vec4 u_highlightColor; #endif varying vec2 v_st; void main() { czm_materialInput materialInput; vec2 st = v_st; st.t = czm_readNonPerspective(st.t, gl_FragCoord.w); materialInput.s = st.s; materialInput.st = st; materialInput.str = vec3(st, 0.0); czm_material material = czm_getMaterial(materialInput); gl_FragColor = vec4(material.diffuse + material.emission, material.alpha); #ifdef VECTOR_TILE gl_FragColor *= u_highlightColor; #endif czm_writeLogDepth(); }