Hi everyone, I'm having trouble accessing multiple images from a
single GLSL shader in quartz composer. I'm very new to GLSL so this
might be a trivial point.
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
If I do this (in the vertex shader), how do I identify which texture
belongs to which index?
I've looked at the Earth example, but its method of using the same
texcoords for all images won't apply to my case because while the two
textures I use have the same dimensions they may have different
texture matrices (one may or not be flipped opposite the other,
depending on the situation).
Any help would be appreciated, thanks.
David
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