Code:

float4x4 rMat = {
1,a,0,0,
b,1,0,0,
0,0,0,0,
0,0,0,0
};
Out.Tex = mul(inTex,rMat);


where a rotates quite obvious and b does something, too.. i still dont really know how matrixes work, but this should help you

btw, the two "1" entries are tiling factors


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