c0 = Fur colour
=========================
ps.1.1
;texld r0, t0 ; base map
tex t0
;mul r0, r0, c0
mul r0,t0,c0
Vertex Shader
> c0 = view_proj_matrix
> c1 = view_proj_matrix[1]
> c2 = view_proj_matrix[2]
> c3 = view_proj_matrix[3]
> c4 = shell_distance
> c5 = pass (the same shader is applied 10 times, and each time this value is incremented by one)
======================
vs.1.1
dcl_position v0
dcl_normal v1
dcl_texcoord v2
; get model space vertex
mov r0, v0
; get shell distance
mov r1, c4
; offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz
; output transformed vertex
m4x4 oPos, r0, c0
; output texture coordinates
mov oT0, v2
[Edit: Hmm... I don't think that this will work. Damn]