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cg-3.0.0018-0.1.i586.rpm

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<BLOCKQUOTE>

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

</A></A></H1>
<P>
<B>glslf</B> - OpenGL fragment profile for the OpenGL Shading Lanauge (GLSL)


</P>

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

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

</A></A></H1>
<P>
This OpenGL profile corresponds to the per-fragment functionality
introduced by the OpenGL Shading Language.


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


</P>

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

</A></A></H1>
<P>
Requires support for <B>OpenGL 2.0</B>.


</P>

<H2><A NAME="OPENGL_EXTENSION_SPECIFICATIONS"><A NAME="5">OpenGL Extension Specifications

</A></A></H2>
<PRE> <A HREF="http://www.opengl.org/documentation/specs/version2.0/glspec20.pdf">www.opengl.org/documentation/specs/version2.0/glspec20.pdf</A>
 <A HREF="http://www.opengl.org/documentation/glsl/">www.opengl.org/documentation/glsl/</A>
 <A HREF="http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf">www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf</A>
</PRE>
<H1><A NAME="PROFILE_OPTIONS"><A NAME="6">PROFILE OPTIONS

</A></A></H1>
<DL>
<DT><STRONG>version=<I>val</I>

</STRONG></DT>
<DD>

<P>
GLSL version to target.  Supported versions are <B>100</B>, <B>110</B>, <B>120</B>, <B>130</B>, <B>140</B> and <B>150</B>.


</P>
<DT><STRONG>userTexCoord

</STRONG></DT>
<DD>

<P>
Use user-defined varying instead of <B>gl_TexCoord</B>.


</P>
<DT><STRONG>ATI_draw_buffers

</STRONG></DT>
<DD>

<P>
Use <B>ATI_draw_buffers</B> extension for MRT.


</P>
<DT><STRONG>EXT_gpu_shader4

</STRONG></DT>
<DD>

<P>
Use <B>EXT_gpu_shader4</B> extension where useful.


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

<H1><A NAME="DATA_TYPES"><A NAME="7">DATA TYPES

</A></A></H1>
<P>
The Cg half and fixed data types are both mapped to float because GLSL lacks first-class half and fixed data types.


</P>

<H1><A NAME="SEMANTICS"><A NAME="8">SEMANTICS

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

<H2><A NAME="VARYING_INPUT_SEMANTICS"><A NAME="9">VARYING INPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name           Corresponding Data           GLSL Equivalent
  
  COLOR                            Primary color (float4)       gl_Color
  COLOR0
  COL0
  COL

  COLOR1                           Secondary color (float4)     gl_SecondaryColor
  COL1

  TEXCOORD                         Texture coordinate set 0     gl_TexCoord[0]
  TEXCOORD#                        Texture coordinate set #     gl_TexCoord[#]
  TEX#

  FACE                             Front/back facing (+1/-1)    gl_FrontFacing
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="10">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><P>
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:


</P>
<PRE>  <A HREF="http://www.opengl.org/documentation/glsl/">www.opengl.org/documentation/glsl/</A>
  <A HREF="http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf">www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf</A>
</PRE><P>
Example:


</P>
<PRE>  glslf void main(float4 color : COLOR,
                  out float4 ocol : COLOR)
  {
    ocol.xyz = mul(gl_NormalMatrix, color.xyz);
    ocol.w = 1;
  }
</PRE>
<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="11">OUTPUT SEMANTICS

</A></A></H2>
<P>
The following standard fragment output semantics are supported:


</P>
<PRE>  Binding Semantics Name           Corresponding Data      GLSL Equivalent
  
  COLOR                            Output color (float4)   gl_FragColor
  COLOR0
  COL0
  COL
   
  COLOR0-COLOR7                    Output color (float4)   gl_FragData[n]
  COL0-COL7                        for draw buffers 0 to 7
 
  DEPTH                            Output depth (float)    gl_FragDepth
  DEPR
</PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="12">STANDARD LIBRARY ISSUES

</A></A></H1>
<P>
Fragment program Cg standard library routines are available.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="13">SEE ALSO

</A></A></H1>
<P>
<A HREF="glslv.html">glslv</A>,
<A HREF="glslg.html">glslg</A>

</P>

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