   help about glsl to cg script
    now  i want to rewrite the glsl script to cg script,but it fail to work,  the glsl script:    uniform vec4  translation; uniform vec4  camera; uniform float timer; void main(void) {   vec4 regularPosition    = gl_Vertex;   regularPosition.y += cos(timer*0.75); vec4 correctPosition    = regularPosition + translation; gl_TexCoord[0]  = gl_TextureMatrix[1] * correctPosition;   gl_TexCoord[1]  = gl_MultiTexCoord0*2.0;   gl_TexCoord[2]  = camera - correctPosition;   gl_TexCoord[3]  = correctPosition;   gl_Position= gl_ModelViewProjectionMatrix*regularPosition; }  here is the cg script i wrote:    struct ApplicationVertex  {  float4 position: POSITION;  float4 texCoord0: TEXCOORD0;   };    struct VertexFragment  {  float4 color0: COLOR0;  float4 texCoord0: TEXCOORD0;  float4 position: POSITION;  }; uniform float4x4 modelViewProjMatrix : state.matrix.mvp; uniform float4x4 textureMatrix : state.matrix.texture; void main(ApplicationVertex av,  uniform float4  translation,uniform float4  camera,uniform float  timer,  out float4 color0: COLOR0,  out float4 texCoord0: TEXCOORD0, out float4 texCoord1: TEXCOORD1, out float4 texCoord2: TEXCOORD2, out float4 texCoord3: TEXCOORD3,  out float4 position: POSITION) { float4 regularPosition    = av.position;    regularPosition.y += cos(timer*0.75);    float4 correctPosition    = regularPosition + translation;    texCoord0  = mul(textureMatrix,correctPosition);  texCoord1  = av.texCoord0*2.0;    texCoord2  = camera - correctPosition;    texCoord3  = correctPosition;    position   = mul(modelViewProjMatrix, regularPosition);  }   i seems that i have't find  correct matrix in cg accroding  gl_TextureMatrix[1] in glsl , is  uniform float4x4 textureMatrix : state.matrix.texture  in cg right?   