Code:
return float4(finalcolor.rgb,1.0);


The 1.0 is the alpha value. You can write 0.5 instead and you'll get a semi-transparent model. Alternatively you can write "texCol.a" which will take the alpha value from the diffuse texture.
Code:
float3 tNorm = tex2D(ReliefSampler,IN.UV).xyz - float3(0.5,0.5,0.5);


Code:
float4 texCol = tex2D(ColorSampler,IN.UV);


This is where the texture lookups happen, one for the diffuse texture, one for the normal map (The normal map is the one on top). You can do a simple uv shift by adding the following line in front of the two above:
Code:
IN.UV.x += vecTime.w;



Last edited by Uhrwerk; 01/31/12 22:05. Reason: Argh, sry for posting in german in the first place.

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