verve.gl — clip planes
World-space clipping: fragments where dot(normal, worldPos) + constant ≥ 0 are kept; fragments below the plane are discarded. The diagonal cut through the cube reveals its solid interior. Up to 4 global clip planes via .clipPlanes(&.{ ClipPlane{ .normal, .constant } }). Both WebGL2 and WebGPU backends. (v1 note: not combinable with fog / morph / point-shadow yet.)
Single plane: normal = (1, 0.4, 0), constant = 0. Drag to orbit to inspect the cross-section from different angles.
See also: cascaded shadow maps.