uniform sampler2D mTransfer;
uniform float maxMagnitude;
uniform float minMagnitude;

void main (void) 
{
	float sampleposx;
	sampleposx = ( length(gl_TexCoord[0].xyz) - minMagnitude ) / ( maxMagnitude - minMagnitude );

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


    gl_FragColor =  color;
}