in vec4 pixelpos; void main() { #ifndef NO_DISCARD // clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient. if (pixelpos.y > uClipHeight + 65536.0) discard; if (pixelpos.y < uClipHeight - 65536.0) discard; #endif gl_FragColor = vec4(1.0); }