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Can this (tex2Dlod) be maped to Shader 2 code

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Hi there all, I was trying some displacement mapping for water and I only have shader 2 is there a way I can use this function (tex2Dlod) or is there some other way to do it with shader 2 this is both Pixel and vertex Shaders. Thanks for any help bye now... //here is the code that needs to be fixed Mr fixit
float DoDispMapping(float2 texC0, float2 texC1)
{
	// Transform to texel space
    float2 texelpos = DMAP_SIZE * texC0;
        
    // Determine the lerp amounts.           
    float2 lerps = frac(texelpos);
    
	float dmap0[4];
	dmap0[0] = tex2Dlod(DMapS0, float4(texC0, 0.0f, 0.0f)).r;
	dmap0[1] = tex2Dlod(DMapS0, float4(texC0, 0.0f, 0.0f)+float4(DMAP_DX, 0.0f, 0.0f, 0.0f)).r;
	dmap0[2] = tex2Dlod(DMapS0, float4(texC0, 0.0f, 0.0f)+float4(0.0f, DMAP_DX, 0.0f, 0.0f)).r;
	dmap0[3] = tex2Dlod(DMapS0, float4(texC0, 0.0f, 0.0f)+float4(DMAP_DX, DMAP_DX, 0.0f, 0.0f)).r;
	
	// Filter displacement map:
	float h0 = lerp( lerp( dmap0[0], dmap0[1], lerps.x ),
                     lerp( dmap0[2], dmap0[3], lerps.x ),
                     lerps.y );
	
	texelpos = DMAP_SIZE * texC1;
	lerps    = frac(texelpos);
	
	float dmap1[4];
	dmap1[0] = tex2Dlod(DMapS1, float4(texC1, 0.0f, 0.0f)).r;
	dmap1[1] = tex2Dlod(DMapS1, float4(texC1, 0.0f, 0.0f)+float4(DMAP_DX, 0.0f, 0.0f, 0.0f)).r;
	dmap1[2] = tex2Dlod(DMapS1, float4(texC1, 0.0f, 0.0f)+float4(0.0f, DMAP_DX, 0.0f, 0.0f)).r;
	dmap1[3] = tex2Dlod(DMapS1, float4(texC1, 0.0f, 0.0f)+float4(DMAP_DX, DMAP_DX, 0.0f, 0.0f)).r;
	
	// Filter displacement map:
	float h1 = lerp( lerp( dmap1[0], dmap1[1], lerps.x ),
                     lerp( dmap1[2], dmap1[3], lerps.x ),
                     lerps.y );
                   
	// Sum and scale the sampled heights.  
    return gScaleHeights.x*h0 + gScaleHeights.y*h1;
}

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You may be able to use render to vertex buffer on ATI cards to simulate this, doing most of the work in the pixel shader. I don't know of an equivalent for NVIDIA cards.

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