// Cyrille Henry 2008 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect MyTex; uniform float K; void main() { vec4 v = vec4(gl_Vertex); vec4 color = texture2DRect(MyTex, gl_MultiTexCoord0.st * vec2(91./128.,63./128.)); gl_TexCoord[0] = gl_MultiTexCoord0; v.x = color.r -0.5; v.y = color.g -0.5; v.z = color.b -0.5; gl_Position = gl_ModelViewProjectionMatrix * v; }