 
 
 //*************************************************************************
-void main()
-{
-    gl_Position = mvp * vec4(vertexPosition, 1.0);
-
-    worldNormal = normalize( modelNormalMatrix * vertexNormal );
-    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
-
-        /////////////////////////TEST//////////////
-
-                float fSample = abs(InterpolatedSignal);
-                float fTresholdDiff = fThresholdZ - fThresholdX;
-
-                vec3 tempColor = vertexColor;
-
-                if(fSample >= fThresholdX) {
-                    //Check lower and upper thresholds and normalize to one
-                    if(fSample >= fThresholdZ) {
-                        fSample = 1.0;
-                    } else {
-                        if(fSample != 0.0 && fTresholdDiff != 0.0 ) {
-                            fSample = (fSample - fThresholdX) / (fTresholdDiff);
-                        } else {
-                            fSample = 0.0;
-                        }
-                    }
-                    tempColor = colorMapJet(fSample);
-                }
-
-                color = tempColor;
-
-        //////////////////TEST///////////////////////
-
-        //TODO use some kind of colormap
-        //vColor = colorMapJet(YOutVec);
-}

in vec3 vertexNormal;
in float InterpolatedSignal;

//out vec4 vPosition;
//out vec3 vColor;
//out vec3 vNormal;
out vec3 worldPosition;
out vec3 worldNormal;
out vec3 color;

    return outColor;
}


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

vec3 colorMapHot(float x)
{
    vec3 outColor;
