Refactor in-shader volume clipping to be depth-peeling-friendly.
Refactor the volume clipping code so that it is compatible with the volume peeling implementation in vtkDualDepthPeelingPass. At a high level, the new version adjusts the sampling ray so that it won't sample clipped areas, rather than check for clipping at each sample location.
This should give better performance (less work during casting) and allows the clip calculations to be aware of the depth-peeling sample range.