It was harder than I thought … and I haven’t perfected it yet.
I used near and far clip planes to take a slice from the shark into a render target.
But this leaves gaps (which surprised me as I thought I understood homogenous clipping, oh well)
You get less gaps as you separate the clip planes, but then you get anomalies (fin ripples but no fins)
So I try and keep them close together and fix the gaps just by “jiggling” and blurring (bodging)
It all comes down to: how does the GPU clip a triangle that crosses both near and far clip planes?