# Custom Shader vs Camera Frustrum for infinite plane

**URL:** https://discourse.vtk.org/t/custom-shader-vs-camera-frustrum-for-infinite-plane/5481
**Category:** Support
**Created:** [April 1, 2021, 10:24pm UTC](https://discourse.vtk.org/t/custom-shader-vs-camera-frustrum-for-infinite-plane/5481 "2021-04-01T22:24:38Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![j-miguel](https://discourse.vtk.org/user_avatar/discourse.vtk.org/j-miguel/32/3199_2.png) [@j-miguel](https://discourse.vtk.org/u/j-miguel)
#### Post date: [April 1, 2021, 10:24pm UTC](https://discourse.vtk.org/t/custom-shader-vs-camera-frustrum-for-infinite-plane/5481/1 "2021-04-01T22:24:38Z")

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Dear All,

I’m currently using VTK (7.1.1) to create off-shore simulations.  
I got the sea bottom working using `Delaunay` from bathymetric point cloud.

Now, I’m trying to create a visual representation of the sea as an arbitrary plane on sea level.  
My first try was using a `vtkPlaneSource`, I suppose it could work if I use some sort of skybox to mimic the horizon but ideally I’d like an infinite plane representation.

On this line, I’m investigating two possible ways so far:

- Using some sort of custom shader, but so far I haven’t found a lot of information about it.
- Updating the plane boundaries using the camera frustrum. While this could work, I’m not sure about the refresh speed on panning/zooming.

If anybody has done some work on this lines before or would like to suggest different aproaches, I’d greatly appreciate any insight on this matter.
