     alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));
     distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);
 
-    shouldDiscard = shouldDiscard || distanceFromStart < -halfMaxWidth || distanceFromEnd < -halfMaxWidth;
-
-    if (shouldDiscard) {
+    if (distanceFromStart < -halfMaxWidth || distanceFromEnd < -halfMaxWidth) {
 #ifdef DEBUG_SHOW_VOLUME
         gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
         return;

    vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);

    // Discard for sky
    bool shouldDiscard = (logDepthOrDepth == 0.0);

    vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
    eyeCoordinate /= eyeCoordinate.w;

    float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);
    float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);

    if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
#ifdef DEBUG_SHOW_VOLUME
        gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
        return;
#else // DEBUG_SHOW_VOLUME
        discard;
#endif // DEBUG_SHOW_VOLUME
    }

    // Check distance of the eye coordinate against start and end planes with normals in the right plane.
    // For computing unskewed linear texture coordinate and for clipping extremely pointy miters
