Sorry for the late reply. Here's how I'm setting clip planes in the vert shader and it's working fine for me on AMD, NVidia and Intel:
#if defined(VERT_SHADER)
outfloat gl_ClipDistance[MAX_CLIP_PLANES];
void setClipPlanes(in vec4 worldSpaceVertex){
# if MAX_CLIP_PLANES > 0
gl_ClipDistance[0]= dot(worldSpaceVertex, dvd_clip_plane[0]);
# endif
# if MAX_CLIP_PLANES > 1
gl_ClipDistance[1]= dot(worldSpaceVertex, dvd_clip_plane[1]);
# endif
.........
}
#endif