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cg-3.0.0018-0.1.i586.rpm

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<TITLE>vs_4_0</TITLE>
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<BLOCKQUOTE>

<H1><A NAME="NAME"><A NAME="1">NAME

</A></A></H1>
<P>
<B>vs_4_0</B> - Translation profile to DirectX 10's High Level Shader Language for vertex shaders.


</P>

<H1><A NAME="SYNOPSIS"><A NAME="2">SYNOPSIS

</A></A></H1>
<PRE>  vs_4_0
</PRE>
<H1><A NAME="DESCRIPTION"><A NAME="3">DESCRIPTION

</A></A></H1>
<P>
This Direct3D profile translates Cg into DirectX 10's High Level Shader
Language (HLSL10) for vertex shaders.


</P>
<P>
The compiler output for this profile conforms to the textual high-level
language defined by DirectX 10's High Level Shading Language.


</P>
<P>
The limitations of the <B>vs_4_0</B> profile depend on what HLSL profile to
which the translated HLSL code is compiled.


</P>

<H1><A NAME="3D_API_DEPENDENCIES"><A NAME="4">3D API DEPENDENCIES

</A></A></H1>
<P>
Requires Direct3D 10 support.


</P>
<PRE>  <A HREF="http://msdn.microsoft.com/en-us/library/bb509657.aspx">msdn.microsoft.com/en-us/library/bb509657.aspx</A>
</PRE>
<H1><A NAME="PROFILE_OPTIONS"><A NAME="5">PROFILE OPTIONS

</A></A></H1>
<P>
-po pad16
  This will add padding variables to the cbuffer declarations to match
  the 16 byte padding the GP4 OpenGL profiles use. This makes sure
  each variable in the cbuffer uses an entire float4 constant instead
  of the tight packing HLSL10 normally uses.


</P>

<H1><A NAME="DATA_TYPES"><A NAME="6">DATA TYPES

</A></A></H1>
<P>
In general, the Cg data types translate to the HLSL10 data types with the
same name.


</P>
<DL>
<DT><STRONG>float, half, fixed

</STRONG></DT>
<DD>

<P>
These numeric data types all correspond to standard IEEE 754 single-precision
floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent
bits (biased by 128), sometimes called <I>s10e5</I>.


</P>
<DT><STRONG>int

</STRONG></DT>
<DD>

<P>
This integral data type operates like an integer over the -2^24 to 2^24 range.
The result of int by int division is an integer (rounding down) to match C.


</P>
</DD></DL>

<H1><A NAME="SEMANTICS"><A NAME="7">SEMANTICS

</A></A></H1>

<H2><A NAME="INPUT_SEMANTICS"><A NAME="8">INPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name           Corresponding Data
  
  POSITION                         Object-space position (SV_Position)
  
  NORMAL                           Object-space normal

  COLOR                            Primary color (float4) (SV_Target)
  COLOR0
  DIFFUSE
  
  COLOR1                           Secondary color (float4)
  SPECULAR
  
  FOGCOORD                         Fog coordinate

  TEXCOORD#                        Texture coordinate set #
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="9">UNIFORM INPUT SEMANTICS

</A></A></H2>
<P>
Sixteen texture units are supported:


</P>
<PRE>  Binding Semantic Name            Corresponding Data

  TEXUNIT0                         Texture unit 0
  TEXUNIT1                         Texture unit 1
  ...
  TEXUNIT15                        Texture unit 15
</PRE>
<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name        Corresponding Data
    
  POSITION, HPOS                Output position
        
  PSIZE, PSIZ                   Output point size
         
  FOG, FOGC                     Output fog coordinate
             
  COLOR0, COL0                  Output primary color 
                    
  COLOR1, COL1                  Output secondary color
                        
  BCOL0                         Output backface primary color
                            
  BCOL1                         Output backface secondary color
                                
  TEXCOORD0-TEXCOORD7,          Output texture coordinates
  TEX0-TEX7
                                      
  CLP0-CL5                      Output Clip distances
</PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="11">STANDARD LIBRARY ISSUES

</A></A></H1>
<P>
This profile is limited to standard library support available in HLSL10 for vertex shaders.
In general, the Cg and HLSL10 standard libraries are very similar.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="12">SEE ALSO

</A></A></H1>
<P>
<A HREF="gs_4_0.html">gs_4_0</A>,
<A HREF="ps_4_0.html">ps_4_0</A>

</P>

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