#version 120 uniform float time; /* * Both 2D, 3D and 4D texture coordinates are defined, for testing purposes. */ varying vec2 v_texCoord2D; varying vec3 v_texCoord3D; varying vec4 v_texCoord4D; void main( void ) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; v_texCoord2D = gl_MultiTexCoord0.xy * 16.0 + vec2(0.0, time); v_texCoord3D = vec3(gl_MultiTexCoord0.xy * 16.0, time); v_texCoord4D = vec4(gl_MultiTexCoord0.xy * 16.0, 0.0, time); }