title: Tiling texture in shader
body: <p>I'm passing to vertex shader (glsl) 2 textures: from the screen and smaller, normalmap.
  Normalmap is scaled for the screen size. So if first texture is <code>1152×864</code> pixels and normalmap is <code>256×256</code>, it will be scaled from it's size to bigger.</p>
  
  <p>How can I make it tiled? E.g. make it size as <code>256×256</code> and tile through all the texture.</p>
  
  <hr>
  
  <p><strong>UPD</strong>:</p>
  
  <p>For example, my main (big) texture is mapped like this:</p>
  
  <pre><code>[0.17, 0.61, 0.33, 0.83]
  </code></pre>
  
  <p>Instead of:</p>
  
  <pre><code>[0, 0, 1, 1]
  </code></pre>
  
  <p>This way my normal texture is mapped for the first coordinates too. So I see a small mapped rectangle of it. How can I map it in shader for the full size?</p>