How can I get the equivalent of gl_MultiTexCoord0 using the state or in variables for GLSL?
in vec4 TEXCOORD0;
but it appears to always be zero or undefined.
I need to move away from using the legacy/compatibility variables like gl_Vertex and gl_MultiTexCoord0 so I can write more advanced shaders than GLSL 1.2.
I have been successful with other replacements. For example:
in vec4 POSITION; works to replace gl_Vertex;
param name="modelviewproj_matrix" type="mat4" state="MODELVIEW_PROJECTION_MATRIX" works to replace gl_ModelViewProjectionMatrix
Below is patch and attached is the needed shader. I see a black cube. It should be a cube with chili peppers on it.
On Windows, I isolated it to be only a problem with the texture coordinates. Windows supports the compatibility profile so I could do troubleshoot (Mac doesn’t support compatibility profile).
– Pasted Max Patch, click to expand. –
Copy all of the following text. Then, in Max, select New From Clipboard.