         }
     }
     
+    /*
     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;

    if (extrude == 0.0)
    {
        gl_Position = clipPointToPlane(eyePosition, movedPosition, false);
    }
    else
    {
        gl_Position = clipPointToPlane(movedPosition, eyePosition, true);
    }
}

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