clip-distances

Availability now
77%
last 30 days, n = 180
Year over year
—
unlocks once the dataset spans a year
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Writing to clip_distances in a vertex shader makes the rasterizer clip primitives against your own planes - no fragment-shader discard, no wasted fragment work, and watertight edges. Classic uses are water reflections (clip below the surface), portal rendering, CAD section views, and mirrored geometry.

The discard-based fallback works everywhere but costs fragment invocations and can produce shading artifacts along the clip edge, so engines prefer the real thing where available. Hardware support is broad on desktop and newer mobile GPUs.

Availability by month

MonthWith featureEligible reportsAvailability
2026-08 148 238 62.2%
2026-09 135 175 77.1%
2026-10 77 102 75.5%

By browser (last 30 days)

BrowserAvailabilityn
chrome 90.0% 120
edge 95.2% 21
firefox 5.6% 18
safari 53.3% 15
opera 100.0% 1

Availability = share of first-party, non-quarantined reports with WebGPU on a hardware (non-fallback) adapter that expose this feature. Developer-leaning sample. Full methodology.