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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