# Does GLSL support multitexturing?

I am using LWJGL libraries to code myself a game. I want to be able to import a project from blender to my game. I have the wavefront .obj reader and it works perfectly for my needs. Although because my model uses multiple images I do not know how to set that up in my game engine. All it does is stretch the first image I send to the shaders across the entire model. Then I ran across a couple videos that makes me doubt that GLSL can support multiple images. Also, I found a couple solutions but they were depreciated because I use LWJGL 3 with slick-util 3 to load the image.

So I would first like to know, does GLSL support rendering multiple images on a single object?

If GLSL can support rendering multiple images on a single object, how would I proceed conceptually to perform this feat?

P.S. Let me know if want images or anything to better understand my question. Thank you all!

• @AbdallahHasan One usual thing to do is to simply blend between color samples, often by using GLSL's builtin mix( colorValueA, colorValueB, 0.5). In my game, I have transparency in my textures, and use the alpha channel of one texture to opaquely layer it "on top" of the previous texture so that they appear to be layers. The lower layer "shows through" the higher layer's transparent bits, simply by doing mix( colorValue A.rgb, colorValueB.rgb, colorValueB.a ). All sorts of other things you can do; the shader is fully programmable, after all. Only limit is what you can think of. – Trevor Powell Mar 9 '17 at 13:37