Glad I finally got some time to start hacking on this stuff. Texturing and model deformation in the same [glsl_program]
uniform float time;
void main(void)
{
// gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 v = vec4(gl_Vertex);
v.z
= v.z * sin(5.0*v.x + time*0.1);
gl_Position = gl_ModelViewProjectionMatrix * v;
}