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1precision mediump float;
2
3#pragma glslify: outOfRange = require(glsl-out-of-range)
4
5uniform vec3 clipBounds[2];
6uniform sampler2D texture;
7uniform float opacity;
8
9varying vec4 f_color;
10varying vec3 f_data;
11varying vec2 f_uv;
12
13void main() {
14 if (outOfRange(clipBounds[0], clipBounds[1], f_data)) discard;
15
16 gl_FragColor = f_color * texture2D(texture, f_uv) * opacity;
17}
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