uniform mat4 View; uniform mat4 TransformMatrix; vec4 DecodeChannelMask(float x) { if (x > 0.0) return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0); else return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0); } void main() { gl_Position = View*TransformMatrix*gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z); gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w); }