I want to render a scene from multiple positions and orientations. I think the geometry shader is a good choice to not use the Vertex and tessellation shaders for each camera position again. So I want to do layered rendering. I already did that once, but this time I simultaneously want to use additional clip planes. Each camera position has its own clip planes, which should not be visible from other cameras. My question: is it possible to define clipPlanes (glClipPlane) for a specific layer? Or is it better to do that during the fragment shader step, by doing dot-product, check the sign and discard if necessary? Does I have other options (except: rendering the scene in a loop for each position / orientation)?
Thanks a lot!