## 23.3. Clipping Shader Outputs

Next, vertex output attributes are clipped. The output values associated
with a vertex that lies within the clip volume are unaffected by clipping.
If a primitive is clipped, however, the output values assigned to vertices
produced by clipping are clipped.

Let the output values assigned to the two vertices
${\textbf
P}_1$
and
${\textbf P}_2$
of an unclipped edge be
${\textbf c}_1$
and
${\textbf c}_2$
. The value of
$t$
(see Primitive Clipping) for a
clipped point
${\textbf P}$
is used to obtain the output value
associated with
${\textbf P}$
as

${\textbf c} = t {\textbf c}_1 + (1-t){\textbf c}_2. $

(Multiplying an output value by a scalar means multiplying each of *x*, *y*,
*z*, and *w* by the scalar.)

Since this computation is performed in clip space before division by
$w_c$
, clipped output values are perspective-correct.

Polygon clipping creates a clipped vertex along an edge of the clip
volume’s boundary. This situation is handled by noting that polygon clipping
proceeds by clipping against one half-space at a time. Output value clipping
is done in the same way, so that clipped points always occur at the
intersection of polygon edges (possibly already clipped) with the clip
volume’s boundary.

For vertex output attributes whose matching fragment input attributes are
decorated with `NoPerspective`

, the value
of
$t$
used to obtain the output value associated with
${\textbf P}$
will be adjusted to produce results that vary
linearly in framebuffer space.

Output attributes of integer or unsigned integer type must always be
flat shaded. Flat shaded attributes are constant over the primitive being
rasterized (see Basic Line Segment Rasterization
and Basic Polygon Rasterization), and no
interpolation is performed. The output value
${\textbf c}$
is
taken from either
${\textbf c}_1$
or
${\textbf
c}_2$
, since flat shading has already occurred and the two values are
identical.