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I'm in the process of adding support for GL_NV_vertex_program2_option.
One of the features that this extension adds, which is also part of GLSL
1.30, is clip distances output from the vertex shader.  The way this
works is vertex programs output a set of MAX_CLIP_PLANES floats to
result.clip[].  These values are then used as the clip distances.

I'm trying to figure out how to make this work with the software TNL
paths.  Specifically, I can see that I want these values as the dp
values in userclip (in src/mesa/tnl/t_vb_program.c).  What I don't see
is how to get it there.  Does anyone have an suggestions?

I also think that once we have this support, we'll want to move the clip
distance calculation to the vertex programs.  My thinking is that we'll
have a bit that drivers can set that will append the clip distance
calculation code in much the same manner as the fog code on fragment
shaders.
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