uniform sampler3D volumeData;

void main()
{
	vec4 intensity;

	intensity = texture3D(volumeData, vec3(gl_TexCoord[0]));

	if (intensity.r > 0.01)
		gl_FragColor = vec4(1.0,1.0,1.0,1.0);
	else if (intensity.g > 0.0001)
		gl_FragColor = vec4(1.0,0.0,0.0,1.0);
	else
		discard;
}
