precision mediump float; #pragma glslify: outOfRange = require(glsl-out-of-range) uniform vec3 clipBounds[2]; uniform sampler2D texture; uniform float opacity; varying vec4 f_color; varying vec3 f_data; varying vec2 f_uv; void main() { if (outOfRange(clipBounds[0], clipBounds[1], f_data)) discard; gl_FragColor = f_color * texture2D(texture, f_uv) * opacity; }