VERTEX
uniform float time;

void main()
{

	gl_Position=ftransform(); 
	
	gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(time*3.0,0.0,0.0,0.0);

}
PIXEL
uniform sampler2D tex,tex1;


void main()
{
	gl_FragColor =  texture2D(tex,gl_TexCoord[0].st) ;
}
