# gl_ClipDistance extension support in Vulkan back-end OpenGL GLSL's `gl_ClipDistance` is supported by Vulkan. However, OpenGL supports disabling/enabling individual `gl_ClipDistance[i]` on the API level side. Writing to `gl_ClipDistance[i]` in shader will be ignored if it is disabled. Vulkan doesn't have any equivalent API to disable/enable the writing, though writing to a `gl_ClipDistance[i]` variable automatically enables it. To implement this enabling/disabling API in Vulkan back-end: - The shader compiler will translate each `gl_ClipDistance[i]` assignment to an assignment to `ANGLEClipDistance[i]` variable. - A special driver uniform variable `clipDistancesEnabled` will contain one bit flag for each enabled `gl_ClipDistance[i]`. This variable supports up to 32 `gl_ClipDistance` indices. - At the end of vertex shader, the enabled `gl_ClipDistance[i]` will be assigned the respective value from `ANGLEClipDistance[i]`. On the other hand, those disabled elements will be assigned zero value. This step is described in the following code: ``` for (int index : arraylength(gl_ClipDistance)) { if (ANGLEUniforms.clipDistancesEnabled & (0x1 << index)) gl_ClipDistance[index] = ANGLEClipDistance[index]; else gl_ClipDistance[index] = 0; } ``` - Some minor optimizations: - Only those indices that are referenced in the original code will be used in if else block above. - Those elements whose index not referenced in the original code will be zeroised instead. - If the original code only uses up to an index < `gl_MaxClipDistances`, then the loop will have at most `index+1` iterations. If there is at least one index not being integral constant value known at compile time then declared size of `gl_ClipDistance` will be the loop size. - Finally, if the original code doesn't use `gl_ClipDistance`, then all the steps above will be omitted.