Name
glslv - OpenGL vertex profile for the OpenGL Shading Language (GLSL)
Synopsis
glslvDescription
This OpenGL profile corresponds to the per-vertex 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 OpenGL 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 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 7Uniform Input Semantics
Output Semantics
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 PSIZStandard Library Issues
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.
See Also