   [DX9+cgFX] Technique Cannot be Validated. Why?
  I've had almost no success finding an answer to this problem. I have the following effect shader:float4x4g_WorldViewProjection : WORLDVIEWPROJECTION;textureg_Texture;sampler2Dg_TexSampler = sampler_state{Texture= <g_Texture>;MinFilter= Linear;MagFilter= Linear;AddressU= Clamp;AddressV= Clamp;};struct VSIn{float4 position : POSITION;float2 texCoord : TEXCOORD0;};struct VSOut{float4 position : POSITION;float2 texCoord : TEXCOORD0;};// Vertex ShaderVSOut UIVertexShader(VSIn IN){VSOut OUT;// Move the vertex position based on the projection MatrixOUT.position = mul(IN.position, g_WorldViewProjection);OUT.texCoord = IN.texCoord;return OUT;}// Pixel Shaderfloat4 UIPixelShader(VSOut IN) : COLOR{// Show the texture on the quad at desired coordinates    float4 fResult = tex2D(g_TexSampler, IN.texCoord);   return float4(fResult.xyz, 1.0f);}technique UITechnique{pass p0{VertexProgram = compile vp20 UIVertexShader();FragmentProgram = compile fp20 UIPixelShader();}}When I call cgValidateTechnique() on this technique, it fails with CG_FALSE. No error message is caught by my error callback. No other reason is given. I put the shader into FXComposer 2.5 and tried to compile it, no errors are shown and it passes. I use the cgc compiler and it succeeds without error. I'm stuck and I don't know why.if I try to continue through my program without validation, CG gives me the error: "Technique did not pass validation." Does anyone know what causes this, or has anyone run into this problem? my alternative is to dump cg and go back to HLSL. As far as I can see, the shader is coded properly.   