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Code:
texture entSkin1;
texture mtlSkin2;

float4 vecTime;

float4 vecSkill41;

float fAlpha;

sampler sColorMap= sampler_state{
	Texture = <entSkin1>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear; 
	AddressU = Clamp;
	AddressV = Clamp;
};

sampler sHeightMap= sampler_state{
	Texture = <mtlSkin2>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
	AddressU = Wrap;
	AddressV = Wrap;
};

struct PS_INPUT0{
	float2 Tex : TEXCOORD0;
};

float4 main_ps(PS_INPUT0 IN): COLOR{
	vecTime+=vecSkill41.x;
	
	float2 Tex2=IN.Tex;
	Tex2.y+=(vecTime.w/15);
	
	float2 Tex3=IN.Tex;
	Tex3.y+=(vecTime.w/8);
	
	float Height= vecSkill41.z*tex2D(sHeightMap, vecSkill41.w*Tex2);
	float2 OffsetTex= Height+IN.Tex;
	
	Height= vecSkill41.z*tex2D(sHeightMap, -vecSkill41.w*Tex3);
	OffsetTex-= Height;
	
	float4 color = tex2D(sColorMap, OffsetTex);
	
	color.w*=fAlpha*2;
	color.x*=1.75;
	color.y*=0.55;
	color.z*=0.70;
	return(color);
}

technique flame{
	pass P0{
		PixelShader = compile ps_2_0 main_ps();
	}
}