Hello,

I have a little problem using texture coordinates with shader. The 
problem is, if I use a vertex program with varying for the fragment 
program, the texture coordinates seem to be incorrect, but if I just use 
the fragment program without the vertex program everything is fine. For 
example when computing shadows:

VERT
...
vertex = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * vertex;
...
FRAG
...
float depth = shadow2DProj( shadowTexture, gl_TexCoord[1] ).x;
...
this is not working. On texture unit 0 is the base texture, on 1 the 
shadowmap. But without the vertex program it is working. Anybody any hints?

Thanks,
Marcus
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