shader change for this test was :
Before main() add
uniform sampler2D texture8;
Find
diffuse *= texture2D(LW_DIFFUSE,texcoord0);//*fOcclusionShadow
Add below this line :
diffuse *= texture2D(texture8,texcoord1); //texcoord1 reads UV channel 2
or use + to add it on top, use black as background.
Add texture8= to your mat file and use any diffuse shader.
Might be useful to use glsl preprocessor directives so it doesn't apply to everything.
Just create a mesh_diffuse_whateverelse_2uvmaps.frag and use
#declare dualUV 1
Then in mesh.frag test if this is true and apply the example above.
This way you can apply 2 UV sets using any shader, bump specular, glow or what not.
good luck
Let me know if it works or just ask,