precision mediump float; #pragma glslify: outOfRange = require(glsl-out-of-range) attribute vec3 position; attribute vec4 color; attribute vec2 uv; attribute float pointSize; uniform mat4 model, view, projection; uniform vec3 clipBounds[2]; varying vec4 f_color; varying vec2 f_uv; void main() { if (outOfRange(clipBounds[0], clipBounds[1], position)) { gl_Position = vec4(0,0,0,0); } else { gl_Position = projection * view * model * vec4(position, 1.0); } gl_PointSize = pointSize; f_color = color; f_uv = uv; }