Clip coordinates for a vertex result from shader execution, which yields a vertex coordinate
Position.
Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see Controlling the Viewport) to convert these coordinates into framebuffer coordinates.
If a vertex in clip coordinates has a position given by
( xc, yc, zc, wc )
then the vertex’s normalized device coordinates are
(xd, yd, zd) = ((xc/wc), (yc/wc), (zc/wc))
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