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;
}
--
B~
www.cypod.co.nr
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