uniform sampler2D MyTex; varying vec4 C; void main() { vec4 v = vec4(gl_Vertex); vec4 color = texture2D(MyTex, (gl_TextureMatrix[0] * gl_MultiTexCoord0).st); v.z = color.r; // v.x += (color.b-0.5)/2.; // v.y += (color.g-0.5)/2.; C=color; gl_Position = gl_ModelViewProjectionMatrix * v; }