         vec4 texCoord = volumes[0].textureMatrix * inverse(viewMatrix) * current_fragment.eyePos;
         float value = texture(volumeSampler, texCoord.xyz).r;
         current_fragment.color.rgb = vec3(value);
+
+        vec4 transferFunction = Texture(volumes[0].textureAddress, vec2(texCoord.x, volumes[0].transferFunctionRow));
+        current_fragment.color = transferFunction;
       }
 
     }

  VolumeData volumes[];
};

// Blending equation for in-order traversal
vec4 blend(vec4 clr, vec4 srf)
{


uniform sampler3D volumeSampler;

#define transferFunctionRowCount 64.0f

// TODO(SIR): move to hglsl
struct Tex2DAddress
{
  uint64_t Container;
