texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;

#ifndef SHADER_BASIC
    #ifdef WATER_F
        lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy * 1.0323886639676114;
    #else
        vec2 lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy * 1.0323886639676114;
    #endif
#endif
