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cg-3.0.0018-0.4.mga4.nonfree.x86_64.rpm

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<BLOCKQUOTE>

<H1><A NAME="NAME"><A NAME="1">NAME

</A></A></H1>
<P>
<B>hlslv</B> - Translation profile to DirectX 9's High Level Shader Language for vertex shaders.


</P>

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

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

</A></A></H1>
<P>
This Direct3D profile translates Cg into DirectX 9's High Level Shader
Language (HLSL) for pixel shaders.


</P>
<P>
The compiler output for this profile conforms to the textual high-level
language defined by DirectX 9's High Level Shading Language.  See:


</P>
<PRE>  <A HREF="http://msdn.microsoft.com/en-us/library/bb509561.aspx">msdn.microsoft.com/en-us/library/bb509561.aspx</A>
</PRE><P>
The limitations of the <B>hlslv</B> profile depend on what HLSL profile to
which the translated HLSL code is compiled.


</P>

<H1><A NAME="3D_API_DEPENDENCIES"><A NAME="4">3D API DEPENDENCIES

</A></A></H1>
<P>
Requires Direct3D 9 support.


</P>

<H1><A NAME="PROFILE_OPTIONS"><A NAME="5">PROFILE OPTIONS

</A></A></H1>
<P>
None.


</P>

<H1><A NAME="DATA_TYPES"><A NAME="6">DATA TYPES

</A></A></H1>
<P>
In general, the Cg data types translate to the HLSL data types with the
same name.


</P>
<DL>
<DT><STRONG>float, half, fixed

</STRONG></DT>
<DD>

<P>
These numeric data types all correspond to standard IEEE 754 single-precision
floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent
bits (biased by 128), sometimes called <I>s10e5</I>.


</P>
<DT><STRONG>int

</STRONG></DT>
<DD>

<P>
This integral data type operates like an integer over the -2^24 to 2^24 range.
The result of int by int division is an integer (rounding down) to match C.


</P>
</DD></DL>

<H1><A NAME="SEMANTICS"><A NAME="7">SEMANTICS

</A></A></H1>

<H2><A NAME="INPUT_SEMANTICS"><A NAME="8">INPUT SEMANTICS

</A></A></H2>
<P>
The varying input semantics in the <B>hlslv</B> profile correspond to the
respectively named varying output semantics of the <B>ps_2_0</B> profile.


</P>
<PRE>  Binding Semantics Name           Corresponding Data
  
  POSITION                         Object-space position
  
  NORMAL                           Object-space normal

  COLOR                            Primary color (float4)
  COLOR0
  DIFFUSE
  
  COLOR1                           Secondary color (float4)
  SPECULAR
  
  FOGCOORD                         Fog coordinate

  TEXCOORD#                        Texture coordinate set #
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="9">UNIFORM INPUT SEMANTICS

</A></A></H2>
<P>
<I>to-be-written</I>


</P>

<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name         Corresponding Data
  
  POSITION                       Clip-space position
  HPOS
  
  COLOR                          Front primary color
  COLOR0
  COL0
  COL
  
  COLOR1                         Front secondary color
  COL1
  
  TEXCOORD#                      Texture coordinate set #
  TEX#
  
  FOGC                           Fog coordinate
  FOG
  
  PSIZE                          Point size
  PSIZ
</PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="11">STANDARD LIBRARY ISSUES

</A></A></H1>
<P>
This profile is limited to standard library support available in HLSL for vertex shaders.
In general, the Cg and HLSL standard libraries are very similar.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="12">SEE ALSO

</A></A></H1>
<P>
<A HREF="hlslf.html">hlslf</A>

</P>

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