Name
glslf - OpenGL fragment profile for the OpenGL Shading Language (GLSL)
Synopsis
glslfDescription
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_FrontFacingUniform Input Semantics
Sixteen texture units are supported:
Binding Semantic Name Corresponding Data TEXUNIT0 Texture unit 0 TEXUNIT1 Texture unit 1 ... TEXUNIT15 Texture unit 15Output 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 DEPRSee Also