         float t = (planeDistance + p0.z) + offset;
         p0 = p0 + t * direction;
     }
+    */
     
     return czm_projection * vec4(p0, 1.0);
 }

        }
    }
    
    if (culledByPlane) {
        // the segment is behind the plane. push to plane and
        // slightly offset to prevent precision artifacts


    vec3 eyePosition = position.xyz;
    vec3 movedPosition = position.xyz + normal * delta;
    
    vec3 p0 = (czm_modelViewRelativeToEye * vec4(eyePosition, 1.0)).xyz;
    vec3 p1 = (czm_modelViewRelativeToEye * vec4(movedPosition, 1.0)).xyz;
    
    vec3 diff = p1 - p0;
    
    if (extrude == 0.0)
    {
        gl_Position = clipPointToPlane(eyePosition, movedPosition, diff.z < 0.0);
    }
    else
    {
        gl_Position = clipPointToPlane(movedPosition, eyePosition, diff.z >= 0.0);
    }
}
