Edit: Fixed the problem below. Now wondering how to enable additive blending via shader, as setting BRIGHT no longer works when I apply the shader.
I have the distinct feeling I'm leaving something out, but my shader is definitely not working as intended. For now it's a very simple deal; save on texture space by mirroring a symmetrical health bar. The model is properly mapped outside the regular texture coordinates. But I'm not seeing any effect by using AddressU or AddressV:
texture entSkin1;
sampler basemap = sampler_state
{
texture=(entSkin1);
AddressU = Mirror;
AddressV = Mirror;
};
Clamp would also be nice to get working, but not entirely necessary. Am I leaving something important out here?