Attached is what I got so far.
I got the IDing idea of the texture units... however, this... I don't have a clue of what you're talking about!
"Your fragment shader would probably look something like:
uniform sampler2DRect MyTex1;
uniform sampler2DRect MyTex2;
uniform sampler2DRect MyTex3;
uniform sampler2DRect MyTex4;
uniform sampler2DRect MyTex5;
uniform sampler2DRect MyTex6;
uniform sampler2DRect MyTex7;
uniform sampler2DRect MyTex8;
uniform sampler2DRect MyTex9;
uniform sampler2DRect MyTex10;
varying vec2 texcoord1;
void main (void)
{
vec4 color1 = texture2DRect(MyTex1, texcoord1);
vec4 color2 = texture2DRect(MyTex2, texcoord1);
vec4 color3 = texture2DRect(MyTex3, texcoord1);
vec4 color4 = texture2DRect(MyTex4, texcoord1);
vec4 color5 = texture2DRect(MyTex5, texcoord1);
vec4 color6 = texture2DRect(MyTex6, texcoord1);
vec4 color7 = texture2DRect(MyTex7, texcoord1);
vec4 color8 = texture2DRect(MyTex8, texcoord1);
vec4 color9 = texture2DRect(MyTex9, texcoord1);
vec4 color10 = texture2DRect(MyTex10, texcoord1);
gl_FragColor = (color1 + color2 + color3 + color4 + color5 + color6 + color7 + color8 + color9 + color10) / 10.;
}"
I have a NVIDIA GeForce 9400M... think it works??
http://www.pdpatchrepo.info/hurleur/pd02.pd