Glad I finally got some time to start hacking on this stuff. Texturing and model deformation in the same [glsl_program] //vert 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; }
//frag uniform sampler2DRect MyTex;
void main (void) { vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st); color = color* 0.5; gl_FragColor = color; }