On Dec 21, 2007 2:46 PM, Alexandre Quessy <[EMAIL PROTECTED]> wrote: > Hi, > > 2007/12/21, chris clepper <[EMAIL PROTECTED]>: > > 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.
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