export default ` #if defined(dClipVariant_instance) && dClipObjectCount != 0 int flag = 0; #if defined(dClipping) flag = int(floor(vClipping * 255.0 + 0.5)); #endif vec4 mCenter = uModel * aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0); if (clipTest(vec4(mCenter.xyz, uInvariantBoundingSphere.w), flag)) // move out of [ -w, +w ] to 'discard' in vert shader gl_Position.z = 2.0 * gl_Position.w; #endif `;