varying vec4 obj_pos; uniform float pos; uniform float thres; uniform float limit; void main (void) { vec4 color = gl_Color; color.r = cos(obj_pos.z); color.g = cos(obj_pos.z+3.14*2.*0.333); color.b = 0.5; // color.b = cos(depth+3.14*2.*0.666); if (abs(obj_pos.x) > limit || abs(obj_pos.y) > limit || abs(obj_pos.z) > limit ) {color.a *= 0;} // else {color.a = 1;} if (obj_pos.z >= pos+thres/2 || obj_pos.z <= pos-thres/2){color.a=0;} // else {color.a = 1;} //else {color.a=1;} // color.r=0;} gl_FragColor = color; } //