   1D Texture Color Map
  Can someone point me in the direction on how to implement a 1D Texture Map?I can't find how to bind the texture to use as a uniform in my fragment shader.My aim is to create a 1D texture of 512 length, with each texel containing RGBA value of a Jet Propulsion Color Scheme (Red to Blue). When accessing the fragments, I hope to assign each one the RGBA value that is stored in the texture table.Any help would be greatly appreciated,Thanks   
  theres no differnce between 2d + 1d textures (appart from the extra dimension of course) usage is the sameu could also have a 2d texture with width and also height = 1 which is just the same as a 1d texture in principal   ;  Thank you Captain Obvious.   