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cg fragment shader

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im trying to write a fragment shader that will offset the pixels from my original image, which is a 2d image ive tried using tex2D like so
void main( float2 texCoord   : TEXCOORD0,  
	   out float4 color : COLOR,
           uniform sampler2D texMap ) 
{

  float4 clr = tex2D( texMap, texCoord );
  // PROBLEM whenever i adjust m to anything other than 0 

  // it doesnt work

  float4 m = float4( 0, 0, 0, 0 );
  float2 newest;
  newest.xy = texCoord.xy + m.xy * clr.xx + m.zw * clr.yy;
  
  color.rgb = tex2D( texMap, newest.xy  ).rgb;
  color.w = 1.0;
}
the compiler returns the error : fatal error C9999: Dependent texture operations don't meet restrictions of texture shaders when the value is not 0 i have also tried adding a float2 to the texcoord value but it returns the same error. so if anyone knows an alternate way of adjusting the texcoords without using a vertex shader please let me know // EDIT: nevermind turns out my hardware dosent support it [edited by - ssjason123 on February 23, 2004 6:07:18 PM]

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