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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>glslv</B> - OpenGL vertex profile for the OpenGL Shading Lanauge (GLSL)


</P>

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

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

</A></A></H1>
<P>
This OpenGL profile corresponds to the per-vertex 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 OpenGL 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
  
  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
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="10">UNIFORM INPUT SEMANTICS

</A></A></H2>
<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>  glslv void main(float4 position : POSITION,
                  out float4 opos : POSITION)
  {
    opos = mul(gl_ModelViewMatrix, position);
  }
</PRE>
<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="11">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  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
  </PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="12">STANDARD LIBRARY ISSUES

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


</P>
<P>
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.


</P>

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

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

</P>

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