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Multiple UV sets in GLSL context


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I have imported some geo via FBX which has multiple UV sets. These sets are imported correctly and show up as vertex params uv[3] and uv2[3]. When I use uv in a glsl context via gl_TexCoord[0] all works well, but when I try and use the second set uv2 in via gl_TexCoord[1] I get nuttin!! How would I access this second set of coords in the shader WITHOUT using a Layer SOP?

I am used to cgfx / hlsl and would just bind a variable to an app interpollant via a semantic but not sure how it all works in the glsl houdini context....

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