I just can't understand why the gl_ClipDistance doesn't work. The result is the same as I didn't set the gl_ClipDistance.
I had set "glEnable(GL_CLIP_DISTANCE0) ;glEnable(GL_CLIP_DISTANCE1) ;"by application.
the vertex shader is like this:
#version 410 uniform mat4 mvpMatrix; //.......some other uniforms here in vec2 vVertex; uniform vec4 clip_plane=vec4(1.0,1.0,0.0,0.85); uniform vec4 clip_sphere=vec4(0.0,0.0,0.0,10.0); void main(void) { //........some other code,include vec2 worldPos vec4 worldPosition=vec4(worldPos.x,height,worldPos.y,1.0); gl_ClipDistance[0]=dot(worldPosition,clip_plane); gl_ClipDistance[1]=length(worldPosition.xyz/worldPosition.w-clip_sphere.xyz)-clip_sphere.w; gl_Position = mvpMatrix * position; }
anyone can help me figure this out?