bool outOfRange(float a, float b, float p) { return ((p > max(a, b)) || (p < min(a, b))); } bool outOfRange(vec2 a, vec2 b, vec2 p) { return (outOfRange(a.x, b.x, p.x) || outOfRange(a.y, b.y, p.y)); } bool outOfRange(vec3 a, vec3 b, vec3 p) { return (outOfRange(a.x, b.x, p.x) || outOfRange(a.y, b.y, p.y) || outOfRange(a.z, b.z, p.z)); } bool outOfRange(vec4 a, vec4 b, vec4 p) { return outOfRange(a.xyz, b.xyz, p.xyz); } #pragma glslify: export(outOfRange)