Clipping occurs with vertex shader applied


I’m creating 20 planes that are placed after each other and rotated to make up a long trail in z-depth. The planes are then transformed in the vertex shader to form a circle. However depending on the angle of the camera some planes are not visible. Not sure what i’m missing here.

I’ve created a simple codepen to show the issue. Zoom out and move the camera around to see the issue: (Set “bend” to false to see the setup without bending).


Solved it by setting:
mesh.frustumCulled = false;