Avoiding Depth Clipping in OpenGL ES by Clamping gl_Position.z

In standard OpenGL ES rendering, objects outside the clip volume are discarded before reaching the fragment shader. This includes primitives that lie outside the near and far depth planes defined by the projection matrix. However, what if you need to render objects that are beyond the far plane without having them clipped? In desktop OpenGL, […] The post Avoiding Depth Clipping in OpenGL ES by…