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display color ramp

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the easy way: draw a quad beeing blue at one and red on the other side

the texture way: pseudocode:
Texture1D tex
for (i = each texel in the texture)
texel.red = leftend.red * distance_from_right_end + rightend.red * distance_from_left_end;
texel.green = leftend.green * distance_from_right_end + rightend.green * distance_from_left_end;
texel.blue = leftend.blue * distance_from_right_end + rightend.blue * distance_from_left_end;

where distance_from_left_end and distance_from_right_end are in the range [0; 1]

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