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

vec4 clipPointToPlane(vec3 p0, vec3 p1, bool nearPlane)
{
    const float offset = 1.0;
    const float denominatorEpsilon = czm_epsilon7;
    
    vec2 frustum = czm_currentFrustum;
    float planeDistance = nearPlane ? frustum.x : frustum.y;

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