NAME

glslv - OpenGL vertex profile for the OpenGL Shading Lanauge (GLSL)

SYNOPSIS

  glslv

DESCRIPTION

This OpenGL profile corresponds to the per-vertex functionality introduced by the OpenGL Shading Language.

The compiler output for this profile conforms to the language grammar defined by the OpenGL Shading Language specification.

3D API DEPENDENCIES

Requires OpenGL support for OpenGL 2.0.

PROFILE OPTIONS

None.

DATA TYPES

The Cg half and fixed data types are both mapped to float because GLSL lacks first-class half and fixed data types.

SEMANTICS

VARYING INPUT SEMANTICS

  Binding Semantics Name           Corresponding Data           GLSL Equivalent
  
  POSITION                         Object-space position        gl_Vertex
  ATTR0
  
  NORMAL                           Object-space normal          gl_Normal
  ATTR2

  COLOR                            Primary color (float4)       gl_Color
  COLOR0
  ATTR3
  DIFFUSE
  
  COLOR1                           Secondary color (float4)     gl_SecondaryColor
  SPECULAR
  ATTR4
  
  FOGCOORD                         Fog coordinate               gl_FogCoord
  ATTR5

  TEXCOORD#                        Texture coordinate set #     gl_MultiTexCoord#
  ATTR8                            Texture coordinate set 0
  ATTR9                            Texture coordinate set 1
  ATTR10                           Texture coordinate set 2
  ATTR11                           Texture coordinate set 3
  ATTR12                           Texture coordinate set 4
  ATTR13                           Texture coordinate set 5
  ATTR14                           Texture coordinate set 6
  ATTR15                           Texture coordinate set 7

UNIFORM INPUT SEMANTICS

The Cg profiles for GLSL provide access to all the uniform constants and variables documented in Section 7.4 (Built-in Constants) and 7.5 (Built-in Uniform State) respectively of the OpenGL Shading Language specification found at:

  www.opengl.org/documentation/glsl/
  www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf

Example:

  glslv void main(float4 position : POSITION,
                  out float4 opos : POSITION)
  {
    opos = mul(gl_ModelViewMatrix, position);
  }

OUTPUT SEMANTICS

  Binding Semantics Name         Corresponding Data        GLSL Equivalent
  
  POSITION                       Clip-space position       gl_Position
  HPOS
  
  COLOR                          Front primary color       gl_FrontColor
  COLOR0
  COL0
  COL
  
  COLOR1                         Front secondary color     gl_FrontSecondaryColor
  COL1
  
  BCOL0                          Back primary color        gl_BackColor
  
  BCOL1                          Back secondary color      gl_BackSecondaryColor
  
  CLPV                           Clip vertex               gl_ClipVertex
  
  TEXCOORD#                      Texture coordinate set #  gl_TexCoord[#}
  TEX#
  
  FOGC                           Fog coordinate            gl_FogFragCoord
  FOG
  
  PSIZE                          Point size                gl_PointSize
  PSIZ
  

STANDARD LIBRARY ISSUES

Vertex program Cg standard library routines are available.

Vertex texture fetches are supported only if the OpenGL implementation advertises a positive value for the implementation-dependent GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS limit.

SEE ALSO

The glslf profile is a similar translation profile for GLSL but for fragment shaders.

The glslv profile is similar to the Direct3D hlslv profile that translates Cg into Microsoft's High Level Shading Language (HLSL) for vertex shaders.