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:

Code:
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.


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