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// Draw dashed lines, perforated in screen space.
// Based on a (3D) version by Mike Erwin.
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
#if __VERSION__ == 120
attribute vec2 pos;
noperspective varying float distance_along_line;
#else
in vec2 pos;
noperspective out float distance_along_line;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
/* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform, which gives crash! */
distance_along_line = viewport_size.x * 0.000001f - viewport_size.x * 0.0000009f;
}
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