Rotate object around X axis

I want to rotate a GameObject around the X axis using the mouse input. I am making an AirPlane game in 3D, and i wanted to know how to do this using C#. I’ve got this script from the wiki, and it works, but it only rotates around the Y axis, and i want it to ALSO rotate in the X axis. Can someone help me? I couldn’t find any reference to the Y axis here, so i don’t have any idea to how to change it to rotate also in the X axis. I also didn’t get Quaternion…

Here’s the script: (It is VERY long)

using UnityEngine;
using System.Collections;

public class RotatewMouse : MonoBehaviour
{

    // speed is the rate at which the object will rotate
    public float speed;

    void FixedUpdate()
    {
        // Generate a plane that intersects the transform's position with an upwards normal.
        Plane playerPlane = new Plane(Vector3.up, transform.position);

        // Generate a ray from the cursor position
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        // Determine the point where the cursor ray intersects the plane.
        // This will be the point that the object must look towards to be looking at the mouse.
        // Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
        //   then find the point along that ray that meets that distance.  This will be the point
        //   to look at.
        float hitdist = 0.0f;
        // If the ray is parallel to the plane, Raycast will return false.
        if (playerPlane.Raycast(ray, out hitdist))
        {
            // Get the point along the ray that hits the calculated distance.
            Vector3 targetPoint = ray.GetPoint(hitdist);

            // Determine the target rotation.  This is the rotation if the transform looks at the target point.
            Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);

            // Smoothly rotate towards the target point.
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
        }
    }
}

You try:

Quaternion rotations = Quaternion.Euler(rot);

where rot is Vector3 object and change yourgameobject.transform.rotation using created Quaternion and old rotation.