I can´t get this multitex-shader to work. My code:



bmap HighGrass = <herbe7.bmp>;
bmap Blender14 = <blender14.tga>;



material mat_terrain_multitexture
{

Skin1 = HighGrass;
Skin2 = Blender14;


effect=
"
texture entSkin1;
texture entSkin2;
texture entSkin3;
texture entSkin4;
texture mtlSkin1;
texture mtlSkin2;


matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

vector vecSunDir;
vector vecDiffuse;
vector vecAmbient;
vector vecLight;
vector vecFog;
vector vecSkill41;

technique multitextureps14
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<entSkin2>;
texture[2]=<entSkin3>;
texture[3]=<entSkin4>;
texture[4]=<mtlSkin1>;
texture[5]=<mtlSkin2>;

MaxMipLevel[0]= 0;
MaxMipLevel[1]= 0;
MaxMipLevel[2]= 0;
MaxMipLevel[3]= 0;
MaxMipLevel[4]= 0;
MaxMipLevel[5]= 0;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

magFilter[2]=linear;
minFilter[2]=linear;
mipFilter[2]=linear;

MagFilter[3]=linear;
MinFilter[3]=linear;
MipFilter[3]=linear;

MagFilter[4]=linear;
MinFilter[4]=linear;
MipFilter[4]=linear;

MagFilter[5]=linear;
MinFilter[5]=linear;
MipFilter[5]=linear;


zWriteEnable=true;

vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[4]=<matWorld>;
vertexShaderConstant[8]=<matWorldView>;

vertexShaderConstant[16]=<vecSunDir>;
vertexShaderConstant[17]=<vecDiffuse>;
vertexShaderConstant[18]=<vecAmbient>;
vertexShaderConstant[19]=<vecLight>;
vertexShaderConstant[20]=<vecFog>;


vertexShaderConstant[64]=<vecSkill41>;
vertexShaderConstant[65]={20.0f,15.0f,0.0f,0.0f0};
vertexShaderConstant[66]={25.0f,20.0f,0.0f,0.0f};
vertexShaderConstant[67]={25.0f,20.0f,0.0f,0.0f};

vertexShaderConstant[95]={0.0f,0.0f,0.0f,0.0f};

vertexShader=



dec_position v0
dec_normal v1
dec_texcoord v3
dec_texcoord v4


asm
{
vs.1.1
m4x4 oPos,v0,c0 // transform position to clip space



m3x3 r0,v3,c4 // transform normal to world space


dp3 r0.w,r0,r0 // renormalize it
rsq r0.w,r0.w
mul r0,r0,r0.w






dp3 r0,r0,-c16 // normal.light -> lighting constant
mul r0.xyz,r0,c17 // modulate against material diffuse color
add oD0.xyz,r0,c19 // add environment light

mov r1.w,c20.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position
add r0,r0,-c20.x // distance-fog_start
mad r0.x,-r0.x,c20.z,r1.w // 1-{distance-fog_start}*{1/{fog_end-fog_start}}
max oFog,r0.x,c95.w // clamp with custom max value

mul oT0.xy,v7.xy,c64.xy // output scaled uvs - stage 0
mul oT1.xy,v7.xy,c64.zw // output scaled uvs - stage 1
mul oT2.xy,v7.xy,c65.xy
mul oT3.xy,v7.xy,c67.xy
mul oT4.xy,v7.xy,c66.xy
mov oT5.xy,v7.xy


};

pixelShader=
asm
{
ps.1.4
//def c0,1,1,1,1

texld r0,t0
texld r1,t1
texld r2,t2
texld r3,t3
texld r4,t4
texld r5,t5

lrp r0.rgb,r5.a,r0,r1 // blend t1 with t0 using the alpha channel of t5

lrp r0.rgb,r5.b,r2,r0 // blend the result with t2 depending on t5 blue

lrp r0.rgb,r5.g,r3,r0 // blend the result with t3 depending on t5 green

lrp r0.rgb,r5.r,r4,r0 // blend the result with t4 depending on t5 red

mul r0.rgb,r0,v0 // modulate with diffuse vertex lighting


};
}

}



technique multitextureps11
{
pass p0
{
texture[0]=<entSkin3>;
texture[1]=<entSkin1>;
texture[2]=<entSkin4>;
texture[3]=<mtlSkin2>;


MaxMipLevel[0]= 0;
MaxMipLevel[1]= 0;
MaxMipLevel[2]= 0;
MaxMipLevel[3]= 0;
MaxMipLevel[4]= 0;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

magFilter[2]=linear;
minFilter[2]=linear;
mipFilter[2]=linear;

magFilter[3]=linear;
minFilter[3]=linear;
mipFilter[3]=linear;

magFilter[4]=linear;
minFilter[4]=linear;
mipFilter[4]=linear;

zWriteEnable=true;

vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[4]=<matWorld>;
vertexShaderConstant[8]=<matWorldView>;

vertexShaderConstant[16]=<vecSunDir>;
vertexShaderConstant[17]=<vecDiffuse>;
vertexShaderConstant[18]=<vecAmbient>;
vertexShaderConstant[19]=<vecLight>;
vertexShaderConstant[20]=<vecFog>;

vertexShaderConstant[64]=<vecSkill41>; //(u_scale1, v_scale1, u_scale2, v_scale2)
vertexShaderConstant[65]={20.0f,15.0f,0.0f,0.0f}; // !NEW! -> {u_scale3, v_scale3, 0, 0}

vertexShaderConstant[95]={0.0f,0.0f,0.0f,0.0f};

vertexShader=

{


dec_position v0
dec_normal v1
dec_texcoord v3
dec_texcoord v4


}
asm
{
vs.1.0
m4x4 oPos,v0,c0 // transform position to clip space

mul oT0.xy,v7.xy,c64.xy // output scaled uvs - stage 0
mul oT1.xy,v7.xy,c64.zw
mul oT2.xy,v7.xy,c65.xy // output scaled uvs - stage 1
mov oT3.xy,v7.xy // output uvs - stage 2

m3x3 r0,v3,c4 // transform normal to world space
dp3 r0.w,r0,r0 // renormalize it
rsq r0.w,r0.w
mul r0,r0,r0.w

dp3 r0,r0,-c16 // normal.light -> lighting constant
mul r0.xyz,r0,c17 // modulate against material diffuse color
add oD0.xyz,r0,c19 // add environment light

mov r1.w,c20.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position
add r0,r0,-c20.x // distance-fog_start
mad r0.x,-r0.x,c20.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog.x,r0.x,c95.w // clamp with custom max value
};

pixelShader=
asm
{
ps.1.1
def c0,1,1,1,1
tex t0 // sample t0
tex t1
tex t2 // sample t1
tex t3 // sample t2

mov r1,t0
lrp r0.rgb,t3.a,t1,r1 // blend t0 with t1 depending on t3 alpha
+mov r0.a,c0

mov r1.a,t3.b
lrp r0.rgb,r1.a,t2,r0 // blend the result with t2 depending on t3 blue
+mov r0.a,c0

mul r0.rgb,r0,v0 // modulate with diffuse vertex lighting

};
}




}







";

}


starter mat_terrain_multitexture_init

{


bmap_to_mipmap(mat_terrain_multitexture.skin1);
bmap_to_mipmap(mat_terrain_multitexture.skin2);


}



action Shader_Terrain
{
my.skill41=float(20); //set the U tiling size of Tex 0
my.skill42=float(25); //set the V tiling size of Tex 0
my.skill43=float(20); //Set the U tiling size of Tex 1
my.skill44=float(25); //Set the V tiling size of Tex 1

my.flare = off;
my.transparent = off;
my.albedo = 0;
my.material = mat_terrain_multitexture;
}


I´ve got this error:

Malfunction W1550

Error in Effect:
mat_terrain_multitexture(78):error X3000:syntax error:unexpected integer constant

The debug syntax check found no error, can anybody help??