> > +   unsigned clipdistance_output[2];
> 
> Why 2?  Are there four clip distances per register, and we need 8 (or
> 6?) of them?  Maybe add some comments.

Hmm, I thought we already had a documentation for it. It's the same code that 
we already have in the vertex shader, just extending it to geometry shaders. 
I'll check it. Clip distances and cull distances support up to 8 planes and 
they're packed into two register with each value being a float32 referring to a 
single plane.

z
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