float4x4 matWorld;
float4x4 matWorldViewProj;
float4 vecSkill41;
texture entSkin1;
sampler TexSampler = sampler_state
{
Texture = <entSkin1>;
MipFilter = Linear;
AddressU = Wrap;
Addressv = Wrap;
};
struct out_tiling
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
};
out_tiling vs_20
(
in float4 inPos : POSITION,
in float2 inTex0 : TEXCOORD0
)
{
out_tiling Out;
Out.Pos = mul(inPos,matWorldViewProj);
Out.Tex0 = inTex0;
return Out;
}
float4 ps_20 ( out_tiling In ): COLOR
{
float2 Coord;
Coord.x = In.Tex0.x * vecSkill41.x;
Coord.y = In.Tex0.y * vecSkill41.y;
return tex2D ( TexSampler, Coord );
}
technique TexTile
{
pass one
{
VertexShader = compile vs_2_0 vs_20();
PixelShader = compile ps_2_0 ps_20();
}
}