Combine the following:
//--- Texture coordinate generators rShParam hv = shParabolic(GL_H0,GL_T,GL_S,GL_N); rShParam lv = shParabolic(GL_L0,GL_T,GL_S,GL_N); //--- Shader expression shCompile(1, ((shTexture(a,hv) * shTexture(b,lv) + shSignedTexture(c,hv) * shSignedTexture(d,lv)) << 3 ) * shLighting(0) ); //--- Activate shaders glShader(1);