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