If mirroring DOES require a geometry shader, there HAS to be another way to do this. The GPU Gems 3 article makes no mention of using geometry shaders just to render stuff clipped by the near plane.
*and about 'proper' mirroring - When a point is transformed into camera space, wouldnt a simple 'invert the z value' mirror the point along the clip plane? Assuming the clip plane is located at 0,0,0 (the camera). So something like this...
Quote:
float4 wvPos = mul( worldView, inPos );
wvPos *= float4(1,1,-1,1);
outPos = mul( proj, wvPos );
Since the normal of the nearplane (in camera space) is 0,0,1 correct?