not sure what it does? I guess you're generating a normalmap from the color data?
I think I'm going with a workaround then, making the texture twice as wide (left colormap, right normalmap), applying 'scale_x = 0.5;' and using some little helperfunctions to sample the texture properly.
(actually that's pretty much sivan's soluition :D)
But thank you for your suggestions.
Edit: the function would be something like this:
const static float num_skins_total = 2.0;
const static float4 border_color = { 0.0, 0.0, 0.0, 0.0 };
float4 tex2D_multitex(sampler2D smp, float2 tex, float skin_num)
{
// address modes:
tex %= 1.0; // address wrap
//tex = saturate(tex); // address clamp
//if(saturate(tex.x) != tex.x || saturate(tex.y) != tex.y) // address border
// return border_color;
return tex2D(smp, (tex + skin_num) / num_skins_total);
}