kinectLike.vert 291 B

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  1. varying float depth;
  2. varying float XYlimit;
  3. void main()
  4. {
  5. gl_FrontColor=gl_Color;
  6. vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
  7. depth = v.z;
  8. if (abs (v.x) > 1.0 ) {XYlimit = 0.0;}
  9. else {XYlimit =1.0;}
  10. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  11. //|| abs (v.y) > 10
  12. }