Phong Bump Mapping

I tried to do phong bump mapping with a lookup texture in cg, but when the program start it gave me this error:

dependent texture operations don’t meet the restrictions of texture shaders.

Why this happens? It is possible to pass the reflection vector to lookup texture?

Here’s the code:

IN.TexCoord2 is the tangent space Light Vector
IN.TexCoord3 is the tangent space eye vector

float4 expand ( float4 v )
{
return ( v - 0.5 ) * 2;
}

float3 normalize ( float3 v )
{
float DistSq = 1 - ( dot( 2 * ( v - 0.5 ), 2 * ( v - 0.5 ) ) );

return ( 2 * ( v - 0.5 ) ) + ( ( v - 0.5 ) * DistSq );

}

float4 reflect ( float4 I, float4 N )
{
return I - 2.0 * N * dot( N, I );
}

struct fpin
{
float4 Color0 : COLOR0;
float4 Color1 : COLOR1;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float4 TexCoord2 : TEXCOORD2;
float4 TexCoord3 : TEXCOORD3;
};

struct fpout
{
float4 Color : COLOR;
};

fpout main ( fpin IN,
uniform sampler2D NormalMap,
uniform sampler2D DecalMap,
uniform sampler2D LookupMap )
{
fpout OUT;

float4 NormalTex = tex2D( NormalMap, IN.TexCoord0 );

float4 DecalTex =  tex2D( DecalMap, IN.TexCoord1 );

float4 LdotN = saturate( dot( expand( IN.TexCoord2 ), expand( NormalTex ) ) );

float4 ReflectionVector = reflect( IN.TexCoord3, NormalTex );

float4 RdotV = saturate( dot( normalize( ReflectionVector ), expand( IN.TexCoord3 ) ) );

float4 LookupTex = tex2D( LookupMap, float2( dot( IN.TexCoord2.xyz, expand( NormalTex ) ),
                                             dot( IN.TexCoord3.xyz, ReflectionVector.xyz ) ) );

float4 DiffuseColor = float4( 1.0, 1.0, 1.0, 1.0 );

float4 SpecularColor = float4( 1.0, 1.0, 1.0, 1.0 );

OUT.Color.rgb = ( LookupTex.rgb * DecalTex * DiffuseColor.xyz ) + ( LookupTex.a * SpecularColor );
OUT.Color.a = 0.0;

return OUT;

}

Cg shaders on NV2x are compiled to NV_texture_shader/NV_register_combiners extentions, which are rather limited. Look though the documentations on shaders - there are only several ways to address a texture. I guess your normalize function wouldn’t fit there.