attribute vec4 TextureMatrixScale; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec4 multiplied_tex_coord = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[0] = (multiplied_tex_coord * TextureMatrixScale) + (gl_MultiTexCoord0 * (vec4(1)-TextureMatrixScale)); gl_FrontColor = gl_Color; }