On Dec 21, 2007 2:46 PM, Alexandre Quessy <listes@sourcelibre.com> wrote:
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.