well my most complex shader does not work!

:display:gsg:glgsg(error): Could not load Cg fragment program:/p/2aw/shaders/tree7.sha (arbfp1 Fragment program exceeded native resources:
  Temporaries          - 1
  Parameters           - 8
  Attributes           - 6
  ALU instructions     - 81
  Texture instructions - 6
  Texture indirections - 0
)
//Cg
//
//Cg profile arbvp1 arbfp1

void vshader(
     in uniform float4x4 mat_modelproj, 
     in uniform float4x4 inv_modelview,            
    
     in float4 vtx_position  : POSITION,
     in float3 vtx_normal    : NORMAL,
     in float2 vtx_texcoord0 : TEXCOORD0,
     in float3 vtx_tangent0  : TANGENT,
     in float3 vtx_binormal0 : BINORMAL,
     
     out float4 l_position  : POSITION,  // needed for the gfx card       
     
     out float4 l_vertPos   : TEXCOORD6,
     out float3 l_normal    : TEXCOORD1,
     out float2 l_uv        : TEXCOORD2,
     out float3 l_tangent   : TEXCOORD3,
     out float3 l_binormal  : TEXCOORD4,
     out float3 l_eyeVec    : TEXCOORD5
     )
{
    l_position=mul(mat_modelproj, vtx_position);
    l_uv=vtx_texcoord0;
    l_eyeVec = mul(inv_modelview,float4(0., 0., 0., 1.)) - l_position;
    l_vertPos = vtx_position;
    l_normal = vtx_normal;
    l_uv = vtx_texcoord0;
    l_tangent  = vtx_tangent0;
    l_binormal = vtx_binormal0;
}


#define Delta 500

float4 light( 
    float4 nodepath, 
    sampler2D tex_1,
    float4 hullColor,
    float3 halfVec,
    float4 l_vertPos,
    float3 l_normal,
    float2 l_uv,
    float3 l_tangent,
    float3 l_binormal)
    {

    // diffinitons
    float3 lightvec;
    float  distance;
    float  attenuate;
    float3 conv_lightvec;
    float slant;
    float ndotl;
    float ndoth;
    float4 out_color;

    lightvec = ((float3)nodepath - l_vertPos);
    distance = 100/length(lightvec);
    attenuate = saturate(30.0 / (15.0 + distance));
    lightvec = normalize(lightvec);
    conv_lightvec.x = dot(l_tangent,   lightvec);
    conv_lightvec.y = -dot(l_binormal, lightvec);
    conv_lightvec.z = dot(l_normal,     lightvec);
    slant = tex2D(tex_1,  l_uv+float2(conv_lightvec.x,conv_lightvec.y)/Delta ).x  -  tex2D(tex_1,  l_uv).x;    
    out_color =  slant * hullColor + conv_lightvec.z * hullColor * attenuate;
    ndotl = max( dot( lightvec, l_normal ), 0.0 ); 
    ndoth = (ndotl > 0.0) ? pow(max( dot( halfVec, l_normal ), 0.0 ), 128.) : 0.0;  
    return ndotl*out_color + ndoth*out_color;
    

} 

void fshader(
    // from vshader
     in  float4 l_vertPos   : TEXCOORD6,
     in  float3 l_normal    : TEXCOORD1,
     in  float2 l_uv        : TEXCOORD2,
     in  float3 l_tangent   : TEXCOORD3,
     in  float3 l_binormal  : TEXCOORD4,
     in  float3 l_eyeVec    : TEXCOORD5,
    // texture units
     in uniform sampler2D tex_0 : TEXUNIT0,
     in uniform sampler2D tex_1 : TEXUNIT1,  
    // from inputs       
     in uniform float4 k_glow,
     in uniform float4 k_team,
    // from lighting
     
     in uniform float4 mspos_sun    : c7,
     in uniform float4 k_sunDef     : c8,
     in uniform float4 mspos_light1 : c9,
     in uniform float4 k_light1Def  : c10,
     in uniform float4 mspos_light2 : c11,
     in uniform float4 k_light2Def  : c12,
     in uniform float4 mspos_light3 : c13,
     in uniform float4 k_light3Def  : c14,
     
    // out put color to the screen
    out float4 o_color : COLOR
    )
{
    // load our texture stages
    float4 texRgba=tex2D(tex_0, l_uv);
    float4 texBstg=tex2D(tex_1, l_uv);
    float4 hullColor = (1-texBstg.g)*texRgba + k_team*texBstg.g  ;
    float3 halfVec = normalize( l_eyeVec + l_normal );
    
    o_color = float4(0,0,0,0);
    

    // 1st light

    o_color = light(mspos_sun, 
                    tex_1,
                     hullColor,
                     halfVec,
                     l_vertPos,
                     l_normal,
                     l_uv,
                     l_tangent,
                     l_binormal);

    o_color += light(mspos_light1, 
                    tex_1,
                     hullColor,
                     halfVec,
                     l_vertPos,
                     l_normal,
                     l_uv,
                     l_tangent,
                     l_binormal);
                     
    o_color += light(mspos_light2, 
                    tex_1,
                     hullColor,
                     halfVec,
                     l_vertPos,
                     l_normal,
                     l_uv,
                     l_tangent,
                     l_binormal);
                     
    o_color += light(mspos_light3, 
                    tex_1,
                     hullColor,
                     halfVec,
                     l_vertPos,
                     l_normal,
                     l_uv,
                     l_tangent,
                     l_binormal);
    
    // compute correct glow 
    if ( k_glow.w > 0.1 )
        o_color = texBstg.w*hullColor;
    else if ( texBstg.w > 0.1 )
        o_color = o_color + texBstg.w*hullColor;
        
}

we need support for less arcane shades… like GLSL / HLSL pair

That error message means that your video card can’t handle a shader that complicated. It wouldn’t matter if you translated the shader to a different language - the video card can only do what it can do.