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export default /* glsl */`
uniform float scale;
attribute float lineDistance;
varying float vLineDistance;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <color_vertex>
vLineDistance = scale * lineDistance;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`;