you should also remove all passes except for one.
if not you're rendering all the geometry multiple times.
edit: didn't test it but try this:
const texture entSkin1;
const float4x4 matWorldViewProj;
sampler2D basemap = sampler_state
{
Texture = <entSkin1>;
AddressU = Wrap;
AddressV = Wrap;
};
void mainVS(
in float4 inNormal : NORMAL0,
in float4 inPosition : POSITION0,
in float4 inTexcoord : TEXCOORD0,
out float4 outPosition : POSITION0,
out float4 outTexcoord : TEXCOORD0)
{
outTexcoord = inTexcoord;
outPosition = mul(inPosition, matWorldViewProj);
}
void mainPS(in float4 inTexcoord : TEXCOORD0, out float4 outColor : COLOR0)
{
outColor = tex2D(basemap, inTexcoord.xy);
}
technique t1
{
pass p0
{
zEnable = True;
zWriteEnable = True;
AlphaBlendEnable = True;
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPS();
}
}
one thing I should say is that this shader does no lighting calculations at all.
It just outputs the texture color as it is.