The value of gl_MultiTexCoord(0-2) will vary.
Its value is the mapping type set in the material panel.
for each texture 0-2 if the value is:
If you have two textures and you want the uv coordinates for the first texture and the tangent vector for the second texture: set the buttons in the material panel accordingly and you have
gl_TexCoord[0] = gl_MultiTexCoord0; // UV gl_TexCoord[1] = gl_MultiTexCoord1; // Tangent ...