Hi.
I’m doing an image effect and need to pass multiple uv sets to my shader, is that what GL.MultiTexCoord2 is for? If I do something like this in my script:
GL.MultiTexCoord2(0,x0,y0); // first uv set
GL.MultiTexCoord2(1,x1,y1); // second uv set
Can I then access the uv sets in a vertext program through the TEXCOORD0 and TEXCOORD1 input semantics?
thanks.
EDIT: Yup, that seems to work.
Patrik