hlslv - Translation profile to DirectX 9's High Level Shader Language for vertex shaders. hlslv 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: http://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. Requires Direct3D 9 support. None. In general, the Cg data types translate to the HLSL data types with the same name. 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. 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.

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 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. hlslf