Hi,
2007/12/21, chris clepper <cgclepper@gmail.com>:
> Please stop saying this. These features do work apart from reading texture
> coordinates from units other than zero.
Hmm, I have to dig a bit into this. Any example of a GLSL shader with
mutlitexturing ?
Several have been posted to the list. But below is a very basic one:
varying vec2 texcoord1;
varying vec2 texcoord2;
void main()
{
texcoord1 = gl_MultiTexCoord0.st;
// texcoord2 = gl_MultiTexCoord1.st;
// gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = ftransform();
}
uniform sampler2DRect MyTex;
uniform sampler2DRect MyTex1;
varying vec2 texcoord1;
varying vec2 texcoord2;
void main (void)
{
vec4 color = texture2DRect(MyTex, texcoord1);
vec4 color2 = texture2DRect(MyTex1, texcoord1);
vec4 temp = color * color2;
gl_FragColor = temp;
}
Obviously, this only works correctly if the textures are the same dimensions.