1 | precision mediump float;
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2 |
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3 |
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4 |
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5 | uniform vec3 clipBounds[2];
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6 | uniform float pickId;
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7 |
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8 | varying vec3 f_position;
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9 | varying vec4 f_id;
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10 |
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11 | void main() {
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12 | if (outOfRange(clipBounds[0], clipBounds[1], f_position)) discard;
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13 |
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14 | gl_FragColor = vec4(pickId, f_id.xyz);
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15 | } |
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