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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