   GLSL texture splatting with several textures and just one texture coordinate system.
  I'm working in a terrain renderer/editor for a game. Well I'm using shaders and I have several textures (2 RGBA textures with the masks + 8 ground textures) to blend in a chunk. But I just need a texture coordinate system because all the textures will have te same size without <<offsets?>> (Well, English isn't my native language, sorry).http://rafb.net/p/8efEsA88.html¿is that possible?Actually, I link the textures this way. Do I have to use MultiTextures?void Shaders::link_texture(ui32 shader, ui32 texture, char* alias){    GLhandleARB program = m_shaders[shader].p;    i32 uniform_location = glGetUniformLocationARB(program, alias);    glBindTexture(GL_TEXTURE_2D, texture);    glUniform1iARB(uniform_location, 0);    // Check shader errors    CHECK_GL_OBJECT_ERRORS(program);}The problem is that I allways get the last texture which was bound. I get the same result even if I just use somethink like:void main(){    // Sets the first ground    gl_FragColor = ground1;}I think it's a problem binding the textures.   
  Use glActiveTexture.   