Here is some code for blending (5) textures using the fixed-function pipe.

Code:

///////////////////////////////////
// ffp5tex_action.wdl
//

bind <ffp5tex.fx>;

//var terrain_chunk = 128;

// Additional FFP blendmaps
//


bmap sand = <sand.tga>;
bmap grass = <grass.tga>;
bmap road = <road.tga>;
bmap stone = <stone.tga>;


function makemips {
bmap_to_mipmap(mtl.Skin1);
bmap_to_mipmap(mtl.Skin2);
bmap_to_mipmap(mtl.Skin3);
bmap_to_mipmap(mtl.Skin4);
}


material mat_ffp5terrain{


Skin1 = sand;
Skin2 = grass;
Skin3 = road;
Skin4 = stone;

event = makemips;

}



Action Terrain {
fps_max = 60;
effect_load(mat_ffp5terrain, "ffp5tex.fx");
wait(1);
my.material = mat_ffp5terrain;
}





Code:

///////////////////////////////////
// ffp5tex.fx
//
/***********************************************************
FFP MultiTex Effect to blend 5 Textures.

5/8/05

Eric Hendrickson-Lambert (Steempipe)


Requires: GStudio 6.31 Comm+
DX 9.0c

Blendmaps for skins 2,3,4,5 are in their alpha channels

************************************************************/

////////////////////////////////////////////////////
// Assign the tile size of the Textures.
//

float Skin_Size1 = 20;
float Skin_Size2 = 20;
float Skin_Size3 = 20;
float Skin_Size4 = 20;
float Skin_Size5 = 20;


float4 vecLight;


/////////////////////////////////////////////////////////////////////////////////////
// Let's allow for adjusting the intensity of the ambient light color on the passes.
//
float ambientLightFactor = 1.0;


////////////////////////////////////////////////////////////////////
// Here we just create and plug some values into a matrix for
// use in multiplying during the stages.
//

float4x4 matTerrainTexSize = {1.0, 0.0, 0.0 ,0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0
};


float4x4 matAlphaMapSize = {1.0, 0.0, 0.0 ,0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0
};


Texture entSkin1; //1st tile tex RGB
Texture mtlSkin1; //2nd tile tex RGB and blender in A
Texture mtlSkin2; //3nd tile tex RGB and blender in A
Texture mtlSkin3; //4nd tile tex RGB and blender in A
Texture mtlSkin4; //5nd tile tex RGB and blender in A


sampler s_ShaleTex = sampler_state
{
Texture = (entSkin1);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxMipLevel=0;
MipMapLodBias=0.0;
};


sampler s_SandTex = sampler_state
{
Texture = (mtlSkin1);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxMipLevel=0;
MipMapLodBias=0.0;
};


sampler s_GrassTex = sampler_state
{
Texture = (mtlSkin2);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxMipLevel=0;
MipMapLodBias=0.0;
};


sampler s_RoadTex = sampler_state
{
Texture = (mtlSkin3);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxMipLevel=0;
MipMapLodBias=0.0;
};

sampler s_StoneTex = sampler_state
{
Texture = (mtlSkin4);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxMipLevel=0;
MipMapLodBias=0.0;
};



technique technique_one

{

pass p0
{
Sampler[0] = (s_ShaleTex);

AlphaBlendEnable = False;
AlphaTestEnable = False;
DitherEnable = True;
zWriteEnable = True;
zEnable = True;
CullMode = None;
Lighting=True;

Ambient = mul(vecLight, ambientLightFactor);

TextureTransformFlags[0] = Count2;
TexCoordIndex[0] = 1;
TextureTransform[0]= mul(matTerrainTexSize,Skin_Size1);

ColorOp[0] = Modulate;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
AlphaOp[0] = Disable;


}


pass p1
{
Sampler[0] = (s_SandTex); // Blendmap is Alpha
Sampler[1] = (s_SandTex); // The Colormap

Lighting = True;
Clipping=True;
DitherEnable=True;

AlphaBlendEnable = True;
AlphaTestEnable = False;
SrcBlend = InvSrcAlpha;
DestBlend = SrcAlpha;

DitherEnable = True;
zWriteEnable = True;
zEnable = True;
CullMode = None;
Lighting=True;

Ambient = mul(vecLight, ambientLightFactor);

TextureTransformFlags[0] = Count2;
TextureTransform[0]= (matAlphaMapSize);
texcoordindex[0]=0;
ColorArg1[0] = Texture;
ColorOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaOp[0] = SelectArg1;

TextureTransformFlags[1] = Count2;
TextureTransform[1]= mul(matTerrainTexSize, Skin_Size2);
texcoordindex[1]=1;

ColorArg1[1] = Texture;
ColorArg2[1]= Diffuse;
ColorOp[1] =Modulate;
alphaarg1[1] = current;
alphaop[1]=Disable;

}

pass p2
{
Sampler[0] = (s_GrassTex); // Blendmap is Alpha
Sampler[1] = (s_GrassTex); // The Colormap

Lighting = True;
Clipping=True;
DitherEnable=True;

AlphaBlendEnable = True;
AlphaTestEnable = False;
SrcBlend = InvSrcAlpha;
DestBlend = SrcAlpha;

DitherEnable = True;
zWriteEnable = True;
zEnable = True;
CullMode = None;
Lighting=True;

Ambient = mul(vecLight, ambientLightFactor);

TextureTransformFlags[0] = Count2;
TextureTransform[0]= (matAlphaMapSize);
texcoordindex[0]=0;
ColorArg1[0] = Texture;
ColorOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaOp[0] = SelectArg1;

TextureTransformFlags[1] = Count2;
TextureTransform[1]= mul(matTerrainTexSize, Skin_Size3);
texcoordindex[1]=1;

ColorArg1[1] = Texture;
ColorArg2[1]= Diffuse;
ColorOp[1] =Modulate;
alphaarg1[1] = current;
alphaop[1]=Disable;

}

pass p3
{
Sampler[0] = (s_RoadTex); // Blendmap is Alpha
Sampler[1] = (s_RoadTex); // The Colormap

Lighting = True;
Clipping=True;
DitherEnable=True;

AlphaBlendEnable = True;
AlphaTestEnable = False;
SrcBlend = InvsrcAlpha;
DestBlend = SrcAlpha;

DitherEnable = True;
zWriteEnable = True;
zEnable = True;
CullMode = None;
Lighting=True;

Ambient = mul(vecLight, ambientLightFactor);

TextureTransformFlags[0] = Count2;
TextureTransform[0]= (matAlphaMapSize);
texcoordindex[0]=0;
ColorArg1[0] = Texture;
ColorOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaOp[0] = SelectArg1;

TextureTransformFlags[1] = Count2;
TextureTransform[1]= mul(matTerrainTexSize, Skin_Size4);
texcoordindex[1]=1;

ColorArg1[1] = Texture;
ColorArg2[1]= Diffuse;
ColorOp[1] =Modulate;
alphaarg1[1] = current;
alphaop[1]=Disable;

}


pass p4
{
Sampler[0] = (s_StoneTex); // Blendmap is Alpha
Sampler[1] = (s_StoneTex); // The Colormap

Lighting = True;
Clipping=True;
DitherEnable=True;

AlphaBlendEnable = True;
AlphaTestEnable = False;
SrcBlend = InvsrcAlpha;
DestBlend = SrcAlpha;

DitherEnable = True;
zWriteEnable = True;
zEnable = True;
CullMode = None;
Lighting=True;

Ambient = mul(vecLight, ambientLightFactor);

TextureTransformFlags[0] = Count2;
TextureTransform[0]= (matAlphaMapSize);
texcoordindex[0]=0;
ColorArg1[0] = Texture;
ColorOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaOp[0] = SelectArg1;

TextureTransformFlags[1] = Count2;
TextureTransform[1]= mul(matTerrainTexSize, Skin_Size5);
texcoordindex[1]=1;

ColorArg1[1] = Texture;
ColorArg2[1]= Diffuse;
ColorOp[1] =Modulate;
alphaarg1[1] = current;
alphaop[1]=Disable;

}

}