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) > 0.1 ) {XYlimit = 0;}
	else {XYlimit =1;}
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
	//|| abs (v.y) > 10
}