   shaders, reading 2 textures (solved)
  In my Dx9 app, I am setting 2 textures to render as :dx_device->SetTexture(0,tex_src);dx_device->SetTexture(1,tex_base);However in the primitive, I have defined only 1 texture coordinates. Now in my shader, I am reading them as :sampler2D samp_maxmin;sampler2D samp;float4 PS_Def ( in float2 inTex : TEXCOORD ) : COLOR{float4 tempCol1 = tex2D(samp_maxmin, inTex.xy);float4 tempCol2 = tex2D(samp, inTex.xy);However for both the samplers, its picking color from 1st texture only. So my question is that inside a shader, how do I assign different samplers to different textures?[Edited by - coreSOLO on August 19, 2008 6:38:06 AM]
texture text1;texture text2;sampler2D sampl = sampler_state { texture = <text1>};sampler2D sampl2 = sampler_state { texture = <text2>};;  Thanks to some old post, i did the following and it worked :)sampler2D samp_maxmin : register(s0);sampler2D samp : register(s1);