Multitexturing not working

Dear all,

I am trying to add mulitexturing feature to one my applications using GLSL. I am held up. It is not working even when I disable the shader.

 
//my display code
void renderScene(void) 
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glTranslatef(0.0f,0.0f,-7.0f);
	glActiveTextureARB(GL_TEXTURE0_ARB);
	glActiveTextureARB(GL_TEXTURE1_ARB);
	glBegin(GL_QUADS);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);  
		glVertex2f(-3.0f,-3.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);  
		glVertex2f(3.0f,-3.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);  
		glVertex2f(3.0,3.0);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);  
		glVertex2f(-3.0,3.0);
	glEnd();

glFlush();
glutSwapBuffers();
}
//my texture initialization code
void init()
{
    glActiveTextureARB(GL_TEXTURE0_ARB);
	 glBindTexture(GL_TEXTURE_2D, tex1D);
	 glEnable(GL_TEXTURE_2D);
	 glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
	 glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
	 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Sometimes setting these params
	 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  //   is REQUIRED for FBOs!!
	 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,checkImageHeight,0,GL_RGBA, GL_UNSIGNED_BYTE,checkImage);
 
	 //Second  Texture
	 glActiveTextureARB(GL_TEXTURE1_ARB);
	 glBindTexture(GL_TEXTURE_2D, tex2D); 
	 glEnable(GL_TEXTURE_2D);
	 glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
	 glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_INCR);
	 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Sometimes setting these params
	 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  //   is REQUIRED for FBOs!!
	 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,checkImageHeight,0,GL_RGBA, GL_UNSIGNED_BYTE,otherImage);
}
void setshader()
{
  glUniform1i(getUniLoc(p, "tex1"), 0);
  glUniform1i(getUniLoc(p, "tex2"), 1);
}
//my vertex shader code
varying vec2 texture_coordinate; 

void main()
{	


	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord1;

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	
}
//My fragment shader code
uniform sampler2D tex1,tex2;

void main()
{
   vec4 texval1 = texture2D(tex1, vec2(gl_TexCoord[0]));
   vec4 texval2 = texture2D(tex2, vec2(gl_TexCoord[1]));
   
   gl_FragColor = 0.5*(texval1 + texval2);

}

 

Please help me.

Thanks in advance
RAJESH.R