I don't know how to use those FFP things but you can use the following shader code which does UV shifting and add alpha blending with another texture or whatever you want to do:

Code:
const float4x4 matWorldViewProj;
const float4x4 matWorld;
const float fAmbient;
const float4 vecSunDir;
const float4x4 matTexture;

texture entSkin1;

sampler ColorMapSampler = sampler_state 
{ 
   Texture = <entSkin1>; 
   AddressU  = Wrap; 
   AddressV  = Wrap; 
}; 
    
void DiffuseVS( 
   in float4 InPos: POSITION, 
   in float3 InNormal: NORMAL, 
   in float2 InTex: TEXCOORD0, 
   out float4 OutPos: POSITION, 
   out float2 OutTex: TEXCOORD0, 
   out float3 OutNormal: TEXCOORD1) 
{ 
   OutPos = mul(InPos, matWorldViewProj); 
   OutNormal = mul(InNormal, matWorld);
   OutTex = InTex+float2(matTexture._m20,matTexture._m21);
} 
    
float4 DiffusePS( 
   in float2 InTex: TEXCOORD0, 
   in float3 InNormal: TEXCOORD1): COLOR 
{ 
	InNormal = normalize(InNormal);
   float Diffuse = saturate(dot(-vecSunDir, InNormal))*0.7+0.3; 
   float4 Color = tex2D(ColorMapSampler, InTex); 
   float4 final = Color*Diffuse;
  
   return (1+fAmbient) * final; 
} 
 

technique DiffuseTechnique 
{ 
   pass P0 
   { 
   cullmode = none;
      VertexShader = compile vs_2_0 DiffuseVS(); 
      PixelShader  = compile ps_2_0 DiffusePS(); 
   } 
}



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