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export const vertex = /* glsl */ `
uniform float scale;
attribute float lineDistance;

varying float vLineDistance;

#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

void main() {

	vLineDistance = scale * lineDistance;

	#include <color_vertex>
	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <project_vertex>
	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>
	#include <fog_vertex>

}
`;

export const fragment = /* glsl */ `
uniform vec3 diffuse;
uniform float opacity;

uniform float dashSize;
uniform float totalSize;

varying float vLineDistance;

#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {

	#include <clipping_planes_fragment>

	if ( mod( vLineDistance, totalSize ) > dashSize ) {

		discard;

	}

	vec3 outgoingLight = vec3( 0.0 );
	vec4 diffuseColor = vec4( diffuse, opacity );

	#include <logdepthbuf_fragment>
	#include <color_fragment>

	outgoingLight = diffuseColor.rgb; // simple shader

	#include <output_fragment>
	#include <tonemapping_fragment>
	#include <encodings_fragment>
	#include <fog_fragment>
	#include <premultiplied_alpha_fragment>

}
`;