   problems with texture transformation matrix in vertex shader
  helloIve realized projective texture mapping using d3dttff_count3 with projected and cameraspaceposition. This worked quite well. But now I tried to realize this with a vertex shader. Im using nearly the same texture matrix, I only left away the multiplication with the inverse view matrix. In the vertex shader im doing the following:float4 proj = mul( Pos, mTexture);float rez = 1.0/proj.z;Out.t0.x = proj.x*rez;Out.t0.y = proj.y.rez;where Out.t0 is a float2, mTexture is the 4x4 texture matrix and pos is the float4 position of the vertex.When Im very far away from the plane Im projecting the texture on, it seems to be correct. But when i come near, the texture becomes distorted, the texture coordinates seem to become bigger and bigger . Ive tried to solve this on my own, but I just cant find the reason. Perhaps anyone can help me.Is there something wrong in the shader or could there be another reason for this problem? 