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// Multi-texture vertex shader
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attribute vec4 TexCoord0, TexCoord1;
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attribute vec4 VertCoord;
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gl_TexCoord[0] = TexCoord0;
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gl_TexCoord[1] = TexCoord1;
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// note: may use gl_Vertex or VertCoord here for testing:
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;