Yes, I added the fx into the Content Pipeline and when I build the fx directly from the pipeline I get the error
"Shader uses texture addressing operations in a dependency chain that is too complex for the target shader model (ps_2_0) to handle" followed by hundred of "maximum temp register index exceeded" errors. Should I modify the shader? I'm coding my first game after many years and I'm new to MonoGame, C#, and shaders. Just out of curiosity, I also tryed to change the Content Platform property from Windows to DesktopGL and it builds correctly, but when I run the game I get the error "This MGFX effect was built for a different platform!".