uniform sampler2D mTransfer;
uniform float maxDataValue;
uniform float minDataValue;

void main (void) 
{
	float sampleposx;
	sampleposx = ( gl_TexCoord[1].x - minDataValue ) / ( maxDataValue - minDataValue );

	vec4 color = texture2D( mTransfer, vec2( sampleposx, 0.5 ) );

	


    gl_FragColor =  color;//vec4(length(gl_TexCoord[0].xyz).xxx, 1.0);
	//gl_FragColor =  vec4(gl_TexCoord[0].xyz, 1.0);
	//gl_FragColor =  vec4(1.0, 1.0, 1.0, 1.0);
}