uniform float uTime;

varying vec2  vTexCoord;
varying vec2  TexScrollcoords;

void main()
{
   
   vTexCoord = gl_MultiTexCoord0.st;
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
   float counting_up = mod(uTime, 6.0) / 6.0;

//create texture co-ordinates offset in X by mod of time value:
   TexScrollcoords.s = vTexCoord.s + counting_up;
   TexScrollcoords.t = vTexCoord.t;  
   
}
