I fixed the code for you. Please note: I'm not a shader programmer.

Code:
material mat_test
{
effect = "

matrix matWorldViewProj;
matrix matWorld;

texture entSkin1; //
texture entSkin2; //
dword mtlSkill1;

vector vecLight;

vector vecViewDir;

// default technique
technique test
{
pass P0
{
VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[10]= <vecLight>;
VertexShaderConstant[15]= <vecViewDir>;

Texture[0] = <entSkin1>;
Texture[1] = <entSkin2>;

VertexShader = asm vs.1.1

dcl_position v0
dcl_normal v3
dcl_texcoord0 v7

def c16, 0, 175, 175, 100
def c20, 175, 0.011,0,0

m4x4 oPos, v0,c0
sub r0, v3, -c15
mul r0, r0, c16
mul oD0, r0, c20.yyyy
};
}

technique fallback
{
pass P0
{
// set texture stage states
Texture[0] = <entSkin1>;
ColorArg1[0] = Texture; // stage 0 = skin texture
ColorOp[0] = Modulate2x;
ColorArg2[0] = Diffuse; // modulate by lighting
}
}
"; // end of the effect string
}