- vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
- gl_TexCoord[0].s = dot( ecPosition, gl_ObjectPlaneS[0] );
- gl_TexCoord[0].t = dot( ecPosition, gl_ObjectPlaneT[0] );
- gl_TexCoord[0].p = dot( ecPosition, gl_ObjectPlaneR[0] );
- gl_TexCoord[0].q = dot( ecPosition, gl_ObjectPlaneQ[0] );