 in vec3 vertexNormal;
 in float InterpolatedSignal;
 
-//out vec4 vPosition;
-//out vec3 vColor;
-//out vec3 vNormal;
 out vec3 worldPosition;
 out vec3 worldNormal;
 out vec3 color;

uniform float fThresholdX;
uniform float fThresholdZ;


float linearSlope(float x, float m, float n)
{
    return m*x + n;
}

//color maps
vec3 colorMapJet(float x)

    return outColor;
}


//*************************************************************************

vec3 colorMapHot(float x)
{
    vec3 outColor;
