     vec3 p0,
     vec3 p1,
     out vec4 positionWC,
+    out bool clipped,
     out bool culledByNearPlane)
 {
     culledByNearPlane = false;
+    clipped = false;
     
     vec3 p1ToP0 = p1 - p0;
     float magnitude = length(p1ToP0);

        else
        {
            p0 = p0 + t * direction;
        }
    }
    

	{
	    direction = vec2(-nextWC.y, nextWC.x);
    }
	else if (czm_equalsEpsilon(normalize(next.xyz - p.xyz), vec3(0.0), czm_epsilon1) || clipped)
	{
        direction = vec2(prevWC.y, -prevWC.x);
    }
