precision mediump float; #pragma glslify: outOfRange = require(glsl-out-of-range) uniform vec3 fragClipBounds[2]; uniform float pickGroup; varying vec4 pickId; varying vec3 dataCoordinate; void main() { if (outOfRange(fragClipBounds[0], fragClipBounds[1], dataCoordinate)) discard; gl_FragColor = vec4(pickGroup, pickId.bgr); }