precision highp float; #pragma glslify: outOfRange = require(glsl-out-of-range) uniform vec3 clipBounds[2]; uniform sampler2D dashTexture; uniform float dashScale; uniform float opacity; varying vec3 worldPosition; varying float pixelArcLength; varying vec4 fragColor; void main() { if ( outOfRange(clipBounds[0], clipBounds[1], worldPosition) || fragColor.a * opacity == 0. ) discard; float dashWeight = texture2D(dashTexture, vec2(dashScale * pixelArcLength, 0)).r; if(dashWeight < 0.5) { discard; } gl_FragColor = fragColor * opacity; }