varying float depth; varying float XYlimit; void main() { gl_FrontColor=gl_Color; vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0; depth = v.z; if (abs (v.x) > 1.0 ) {XYlimit = 0.0;} else {XYlimit =1.0;} gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //|| abs (v.y) > 10 }