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[cg/hlsl] clip

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so i wanna clip in my shader to a water plane (0, 1, 0, 0) some one suggested the use of clip: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/clip___HLSL.asp which is used in the pixel shader it seems. now im wondering how this should be used. Im thinking, convert the clip plane in to screen space so: tansform = world * view * projection transformed plane = transform * plane then i do something in my vertex shader with this to pass to my pixel shader so then i upload this transformed plane to my shader then simply check against the IN.position.z of my pixel in the pixel shader, against the passed value from the vertex shader sound roughly right? problem is im lost there, what to do in my vertex shader to pass to my pixel shader relating to the clip plane? or have i got the whole idea wrong?

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