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>

}
