> # NAME

> ps_4_0 - Translation profile to DirectX 10's High Level Shader Language for pixel shaders.

> # SYNOPSIS

>       ps_4_0

> # DESCRIPTION

> This Direct3D profile translates Cg into DirectX 10's High Level Shader Language (HLSL10) for pixel shaders.

> The compiler output for this profile conforms to the textual high-level language defined by DirectX 10's High Level Shading Language.

> The limitations of the ps_4_0 profile depend on what HLSL10 profile to which the translated HLSL code is compiled.

> # 3D API DEPENDENCIES

> Requires Direct3D 10 support.

>       msdn.microsoft.com/en-us/library/bb509657.aspx

> # PROFILE OPTIONS

> -po pad16 This will add padding variables to the cbuffer declarations to match the 16 byte padding the GP4 OpenGL profiles use. This makes sure each variable in the cbuffer uses an entire float4 constant instead of the tight packing HLSL10 normally uses.

> # DATA TYPES

> In general, the Cg data types translate to the HLSL10 data types with the same name.

> half

>   NVIDIA GPUs may use half-precision floating-point when the Partial Precision instruction modifier is specified. Half-precision floating-point is encoded with a sign bit, 10 mantissa bits, and 5 exponent bits (biased by 16), sometimes called s10e5.

> float

>   The float data type corresponds to a floating-point representation with at least 24 bits.

>   NVIDIA GPUs supporting ps_4_0 use 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.

>   Older ATI GPUs use 24-bit floating-point.

> fixed

>   The fixed data type is treated like half.

> # SEMANTICS

> ## INPUT SEMANTICS

> The varying input semantics in the ps_4_0 profile correspond to the respectively named varying output semantics of the vs_4_0 profile.

>       Binding Semantics Name           Corresponding Data

>       COLOR                            Input primary color
>       COLOR0
>       COL
>       COL0

>       COLOR1                           Input secondary color
>       COL1

>       TEX0                             Input texture coordinate sets 0
>       TEXCOORD0                        TEX# translates to TEXCOORD#

>       TEX1                             Input texture coordinate sets 1
>       TEXCOORD1                        TEX# translates to TEXCOORD#

>       TEX2                             Input texture coordinate sets 2
>       TEXCOORD2                        TEX# translates to TEXCOORD#

>       TEX3                             Input texture coordinate sets 3
>       TEXCOORD3                        TEX# translates to TEXCOORD#

>       TEX4                             Input texture coordinate sets 4
>       TEXCOORD4                        TEX# translates to TEXCOORD#

>       TEX5                             Input texture coordinate sets 5
>       TEXCOORD5                        TEX# translates to TEXCOORD#

>       TEX6                             Input texture coordinate sets 6
>       TEXCOORD6                        TEX# translates to TEXCOORD#

>       TEX7                             Input texture coordinate sets 7
>       TEXCOORD7                        TEX# translates to TEXCOORD#

>       FOGP                             Input fog color (XYZ) and factor (W)
>       FOG

> ## 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

>       COLOR                            Output color (float4)
>       COLOR0
>       COL0
>       COL

>       DEPTH                            Output depth (float)
>       DEPR

> # STANDARD LIBRARY ISSUES

> This profile is limited to standard library support available in HLSL10. In general, the Cg and HLSL10 standard libraries are very similar.

> # SEE ALSO

> vs_4_0, gs_4_0