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;
}

//