- int uniformLocation0 = -1;
 - int uniformLocation1 = -1;
 - // Set uniform variablen
 - uniformLocation0 = glGetUniformLocationARB(shaderProgramHandlePass0, "tmpTex1");
 - if(-1 == uniformLocation0) {
 - std::cout << "Can't find tmpTex1 in Pass0" << std::endl;
 - }
 - glActiveTextureARB(GL_TEXTURE0);
 - glBindTexture(GL_TEXTURE_2D, tmpTex1);
 - glUniform1iARB(uniformLocation0, 0);
 - uniformLocation1 = glGetUniformLocationARB(shaderProgramHandlePass0, "tmpTex2");
 - if(-1 == uniformLocation1) {
 - std::cout << "Can't find tmpTex2 in Pass0" << std::endl;
 - }
 - glActiveTextureARB(GL_TEXTURE1);
 - glBindTexture(GL_TEXTURE_2D, tmpTex2);
 - glUniform1iARB(uniformLocation1, 1);
 - // Use shader
 - glUseProgram(shaderProgramHandlePass0);
 - glClearColor(0.0f, 0.0f, 0.3f, 1.0f);
 - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 - glMatrixMode(GL_MODELVIEW);
 - glViewport(0, 0, 1024, 1024);
 - glBegin(GL_QUADS);
 - //glEnable(GL_TEXTURE_2D);
 - glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
 - glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
 - glVertex2f(-1.7f, -1.7f);
 - glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
 - glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
 - glVertex2f(-1.7f, 1.7f);
 - glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
 - glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
 - glVertex2f(1.7f, 1.7f);
 - glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
 - glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
 - glVertex2f(1.7f, -1.7f);
 - //glDisable(GL_TEXTURE_2D);
 - glEnd();
 - //-----------------------------------------
 - //glUseProgram(NULL);
 
