> # NAME

> hlslv - Translation profile to DirectX 9's High Level Shader Language for vertex shaders.

> # SYNOPSIS

>       hlslv

> # DESCRIPTION

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

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

>       msdn.microsoft.com/en-us/library/bb509561.aspx

> The limitations of the hlslv profile depend on what HLSL profile to which the translated HLSL code is compiled.

> # 3D API DEPENDENCIES

> Requires Direct3D 9 support.

> # PROFILE OPTIONS

> None.

> # DATA TYPES

> In general, the Cg data types translate to the HLSL data types with the same name.

> float, half, fixed

>   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 s10e5.

> int

>   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.

> # SEMANTICS

> ## INPUT SEMANTICS

> The varying input semantics in the hlslv profile correspond to the respectively named varying output semantics of the ps_2_0 profile.

>       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 #

> ## UNIFORM INPUT SEMANTICS

> to-be-written

> ## OUTPUT SEMANTICS

>       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

> # STANDARD LIBRARY ISSUES

> 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.

> # SEE ALSO

> hlslf