precision highp float; #pragma glslify: outOfRange = require(glsl-out-of-range) uniform vec3 clipBounds[2]; uniform float opacity; varying vec3 fragPosition; varying vec4 fragColor; void main() { if ( outOfRange(clipBounds[0], clipBounds[1], fragPosition) || fragColor.a * opacity == 0. ) discard; gl_FragColor = opacity * fragColor; }