My vertex shader:

```
//GLSL
#version 150 core
in vec3 position;
in vec3 vertex;
in vec3 normal;
in vec2 texCoord;
uniform mat4 p3d_ModelViewProjectionMatrix;
uniform vec2 p3d_MultiTexCoord0;
out VertexData {
vec2 texCoord;
vec3 normal;
} VertexOut;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * vec4(vertex, 1.0);
//VertexOut.texCoord = p3d_MultiTexCoord0;
VertexOut.texCoord = texCoord;
}
```

And my test fragment shader:

```
//GLSL
#version 150
in VertexData {
vec2 texCoord;
vec3 normal;
} VertexIn;
uniform sampler2D tex;
void main() {
//gl_FragColor = texture2D(tex, VertexIn.texCoord);
gl_FragColor = vec4(VertexIn.texCoord, 1, 1);
}
```

But I use VertexOut.texCoord = p3d_MultiTexCoord0 or VertexOut.texCoord = texCoord, my code both are wrong.

This is my use p3d_MultiTexCoord0:

This is my use texCoord: