http://www.opengl.org/wiki/Rendering_Pipeline_Overview says that "primitives that lie on the boundary between the inside of the viewing volume and the outside are split into several primitives" after the geometry shader is run and before fragments are rasterized. Everything else I've ever read about OpenGL has also described the clipping process the same way. However, by setting gl_FragDepth in the fragment shader to values that are closer to the camera than the actual depth of the point on the triangle that generated it (so that the fragment passes the depth test when it would have failed if I were copying fixed-pipeline functionality), I'm finding that fragments are being generated for the entire original triangle even if it partially overlaps the far viewing plane. On the other hand, if all of the vertices are behind the plane, the whole triangle is clipped and no fragments are sent to the fragment shader (I suppose more technically you would say it is culled, not clipped).
What is going on here? Does my geometry shader replace some default functionality? Are there flags/hints I need to set or additional built-in variables that I need to write to in order for the next step of the rendering pipeline to know how to do partial clipping?
I'm using GLSL version 1.2 with the GL_EXT_geometry_shader4 extension on an NVIDIA GeForce 9400M.