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(1.0, 0.0, 0.0, 1.0);//vec4( diffuse, opacity );
	#include <logdepthbuf_fragment>
	#include <color_fragment>
	outgoingLight = diffuseColor.rgb;
	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
	#include <premultiplied_alpha_fragment>
	#include <tonemapping_fragment>
	#include <encodings_fragment>
	#include <fog_fragment>
}

