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