code> member is an output that receives the
            clip distances for the current vertex. It may be written at any time during shader execution.
            The value written to <code class="varname">gl_ClipDistance</code> will be used by primitive assembly,
            clipping, culling and other fixed functionality operations, if present, that operate on
            primitives after vertex processing has occurred.
        </p>
        <p>
            In the tessellation control language, the <code cl