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uniform float dashWidth;
#ifdef SMOOTH_COLOR
noperspective in vec4 finalColor;
#else
flat in vec4 finalColor;
#endif
noperspective in vec2 stipple_pos;
flat in vec2 stipple_start;
out vec4 fragColor;
void main()
{
fragColor = finalColor;
/* Avoid passing viewport size */
vec2 dd = fwidth(stipple_pos);
float dist = distance(stipple_start, stipple_pos) / max(dd.x, dd.y);
if (fract(dist / dashWidth) > 0.5) {
fragColor.rgb = vec3(0.0);
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
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