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/* Note: nearly the same code as for 2D version... Maybe we could deduplicate? */
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
in vec3 pos;
noperspective out float distance_along_line;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 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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