Clipping Nrrd models

I am taking the example code for rendering volumes using NRRD loader from here. I wanted to be able to add clipping planes so I took the following example here to combine the two together. However, it seems that clipping does not work the same way with ShaderMaterial as it did for me with other material types. I was wondering how I could clip my nrrd model in three js:

		function init() {

			scene = new THREE.Scene();

			// Create renderer
			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );

			// Create camera (The volume renderer does not work very well with perspective yet)
			const h = 512; // frustum height
			const aspect = window.innerWidth / window.innerHeight;
			camera = new THREE.OrthographicCamera( - h * aspect / 2, h * aspect / 2, h / 2, - h / 2, 1, 1000 );
			camera.position.set( - 64, - 64, 128 );
			camera.up.set( 0, 0, 1 ); // In our data, z is up

			// Create controls
			controls = new OrbitControls( camera, renderer.domElement );
			controls.update();
			controls.addEventListener( 'change', render );
			controls.target.set( 64, 64, 128 );
			controls.minZoom = 0.5;
			controls.maxZoom = 40;

			// Display world axis
			var axesHelper = new THREE.AxesHelper( 1000 );
			scene.add( axesHelper );

			// Lighting is baked into the shader a.t.m.
			// let dirLight = new DirectionalLight( 0xffffff );
			// Light source positioned above the scene
			const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
			hemiLight.position.set( 0, 100, -100 );
			scene.add( hemiLight );

			// Light source positioned at front of tote
			const dirLight = new THREE.DirectionalLight( 0xffffff );
			dirLight.position.set( 0, 40, 50 );
			scene.add( dirLight );

			// ***** Clipping planes: *****

			const localPlane = new THREE.Plane( new THREE.Vector3( 0, - 1, 0 ), 0.8 );
			const globalPlane = new THREE.Plane( new THREE.Vector3( - 1, 0, 0 ), 0.1 );

			var planeHelper = new THREE.PlaneHelper(localPlane, 500);
			scene.add(planeHelper);

			// The gui for interaction
			volconfig = { clim1: 0.25, clim2: 0.5, renderstyle: 'mip', isothreshold: 0.15, colormap: 'viridis' };
			const gui = new GUI();
			gui.add( volconfig, 'clim1', 0, 0.5, 0.01 ).onChange( updateUniforms );
			gui.add( volconfig, 'clim2', 0, 0.5, 0.01 ).onChange( updateUniforms );
			gui.add( volconfig, 'colormap', { gray: 'gray', viridis: 'viridis' } ).onChange( updateUniforms );
			gui.add( volconfig, 'renderstyle', { mip: 'mip', iso: 'iso' } ).onChange( updateUniforms );
			gui.add( volconfig, 'isothreshold', 0, 100, 0.01 ).onChange( updateUniforms );

			// Load the data ...
			new NRRDLoader().load( './test.nrrd', function ( volume ) {

				// Texture to hold the volume. We have scalars, so we put our data in the red channel.
				// THREEJS will select R32F (33326) based on the THREE.RedFormat and THREE.FloatType.
				// Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
				// TODO: look the dtype up in the volume metadata
				const texture = new THREE.Data3DTexture( volume.data, volume.xLength, volume.yLength, volume.zLength );
				texture.format = THREE.RedFormat;
				texture.type = THREE.FloatType;
				texture.minFilter = texture.magFilter = THREE.LinearFilter;
				texture.unpackAlignment = 1;
				texture.needsUpdate = true;

				// Colormap textures
				cmtextures = {
					viridis: new THREE.TextureLoader().load( 'textures/cm_viridis.png', render ),
					gray: new THREE.TextureLoader().load( 'textures/cm_gray.png', render )
				};

				// Material
				const shader = VolumeRenderShader1;

				const uniforms = THREE.UniformsUtils.clone( shader.uniforms );

				uniforms[ 'u_data' ].value = texture;
				uniforms[ 'u_size' ].value.set( volume.xLength, volume.yLength, volume.zLength );
				uniforms[ 'u_clim' ].value.set( volconfig.clim1, volconfig.clim2 );
				uniforms[ 'u_renderstyle' ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
				uniforms[ 'u_renderthreshold' ].value = volconfig.isothreshold; // For ISO renderstyle
				uniforms[ 'u_cmdata' ].value = cmtextures[ volconfig.colormap ];

				material = new THREE.ShaderMaterial( {
					uniforms: uniforms,
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader,
					//side: THREE.BackSide, // The volume shader uses the backface as its "reference point"

					side: THREE.DoubleSide,
					// ***** Clipping setup (material): *****
					clippingPlanes: [ localPlane ],
					blending: THREE.AdditiveBlending,
					depthWrite: false,
					clipShadows: true
				} );

				// THREE.Mesh
				const geometry = new THREE.BoxGeometry( volume.xLength, volume.yLength, volume.zLength );
				geometry.translate( volume.xLength / 2 - 0.5, volume.yLength / 2 - 0.5, volume.zLength / 2 - 0.5 );

				const mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				// ***** Clipping setup (renderer): *****
				const globalPlanes = [ globalPlane ],
					Empty = Object.freeze( [] );
				renderer.clippingPlanes = Empty; // GUI sets it to globalPlanes
				renderer.localClippingEnabled = true;
				
				const gui = new GUI(),
					folderLocal = gui.addFolder( 'Local Clipping' ),
					propsLocal = {
						get 'Enabled'() {
							return renderer.localClippingEnabled;
						},
						set 'Enabled'( v ) {
							renderer.localClippingEnabled = v;
						},
						get 'Plane'() {
							return localPlane.constant;
						},
						set 'Plane'( v ) {
							localPlane.constant = v;
						}
					},

					folderGlobal = gui.addFolder( 'Global Clipping' ),
					propsGlobal = {
						get 'Enabled'() {
							return renderer.clippingPlanes !== Empty;
						},
						set 'Enabled'( v ) {
							renderer.clippingPlanes = v ? globalPlanes : Empty;
						},
						get 'Plane'() {
							return globalPlane.constant;
						},
						set 'Plane'( v ) {
							globalPlane.constant = v;
						}
					};
				folderLocal.add( propsLocal, 'Enabled' );
				folderLocal.add( propsLocal, 'Plane', 0.3, 80 );
				render();
			} );
		}

		function updateUniforms() {
			material.uniforms[ 'u_clim' ].value.set( volconfig.clim1, volconfig.clim2 );
			material.uniforms[ 'u_renderstyle' ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
			material.uniforms[ 'u_renderthreshold' ].value = volconfig.isothreshold; // For ISO renderstyle
			material.uniforms[ 'u_cmdata' ].value = cmtextures[ volconfig.colormap ];
			render();

		}
			render();

		}

		function render() {

			renderer.render( scene, camera );

		}

Hi, I am currently trying to do the exact same thing by clipping my NRRD volume. Just wanted to bump this topic to the top to know if anyone had a solution ?