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They are not equivalent. In the GLSL shader you use the same texture coordinate for your diffuse and normal map (gl_TexCoord[0]). In the CG shader you use separate ones (TEXCOORD0 and TEXCOORD1, which is presumably not set).


I tried compiling it from the command-line as follows: cgc -profile glslf -entry FS_Main test.cg This gave the following error output: test.cg test.cg(18) : error C1066: invalid type in type constructor test.cg(18) : error C1010: expression left of ."rgb" is not a struct This immediately highlights the fact that you used texture2D on line 18 instead of ...

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