Assuming I define four vertices of a quad with texture coordinates that cover a whole texture or region of a texture, I can animate these coordinates by setting a transform using
SetTransform( D3DTS_TEXTURE0, &texTrans )
...scaling, translating etc.
If I render using a shader, and still want to animate the coordinates, presumably I can pass in the same transformation matrix and multiply the coordinates in the vertex shader?
Instead of in the vertex shader
Output.TextureUV = vTexCoord0;
Output.TextureUV = mul( vTexCoord0, texTrans );
Is this a/the correct way to render an animated sprite with shader?