//Vertex shader
#version 110
attribute vec4 InVertex;
attribute vec2 InTexCoord0;
attribute vec2 InTexCoord1;
uniform mat4 ProjectionModelviewMatrix;
varying vec2 TexCoord0;
varying vec2 TexCoord1;    //Or just use TexCoord0
//------------------------
void main()
{
	gl_Position = ProjectionModelviewMatrix * InVertex;
	TexCoord0 = InTexCoord0;
	TexCoord1 = InTexCoord1;
}