ok try this.. i think i've fixed it, but if it doesnt work let me know what error it gives you and i will fix it..(to busy to test it myself right now)


Code:

material mat_projection
{

skin1 = projectiontex;

event = mat_projection_init;

flags = tangent;
effect =
"

texture mtlSkin1; //projector
texture entSkin1; //colormap
matrix matWorldViewProj;
matrix matWorld;
matrix matMtl;

technique projector
{

pass p0 //projector
{

//load matrices
VertexShaderConstant[0] = <matWorld>; //World Matrix
VertexShaderConstant[8] = <matWorldViewProj>;
VertexShaderConstant[95] = <matMtl>;

//range constant
VertexShaderConstant[33] = {0.01f, 0.5f, 0.05f, 0.0f};

Texture[0] = <mtlSkin1>; //projection tex
Texture[1] = <entSkin1>; //projection tex

AddressU[0] = Clamp; // don't wrap around edges
AddressV[0] = Clamp;
AddressU[1] = Clamp; // don't wrap around edges
AddressV[1] = Clamp;

zWriteEnable=true; // enables writing to the z-buffer

VertexShader=

asm
{
vs_1_1

dcl_position v0
dcl_normal v3
dcl_texcoord0 v7
dcl_texcoord1 v8

; position in clip space
m4x4 oPos, v0, c8

; position in texture projection space
m4x4 r10,v0,c95

; Divide each component by the range value
mul r10, r10, c33.x

; multiply with 0.5 and add 0.5
mad r10, r10, c33.yyyy, c33.yyyy

; map the x and y components into the first texture
mov oT0.xy, r10.xy

mov oT1.xy, v7.xy; color

};

PixelShader=
asm
{

ps_1_1

tex t0
tex t1

mov r0,t0
mul r0,r0,t1
};
}

}
";
}