Cg Toolkit Cg 3.1 Toolkit Documentation
Cg / Profiles / glslf

Name

glslf - OpenGL fragment profile for the OpenGL Shading Language (GLSL)

Synopsis

  glslf

Description

This OpenGL profile corresponds to the per-fragment 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 support for OpenGL 2.0.

Profile Options

version=val
GLSL version to target. Supported versions are 100, 110, 120, 130, 140, 150, 330, 400 and 410.
userTexCoord
Use user-defined varying instead of gl_TexCoord.
ATI_draw_buffers
Use ATI_draw_buffers extension for MRT.
EXT_gpu_shader4
Use EXT_gpu_shader4 extension where useful.

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

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

Uniform Input Semantics

Sixteen texture units are supported:

Binding Semantic Name            Corresponding Data

TEXUNIT0                         Texture unit 0
TEXUNIT1                         Texture unit 1
...
TEXUNIT15                        Texture unit 15

Output Semantics

The following standard fragment output semantics are supported:

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

See Also

glsl, glslg, glslv, cgGLSetContextGLSLVersion


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