gs_5_0 - Translation profile to DirectX 11's High Level Shader Language for geometry shaders. gs_5_0 This Direct3D profile translates Cg into DirectX 11's High Level Shader Language (HLSL11) for geometry shaders. The compiler output for this profile conforms to the textual high-level language defined by DirectX 11's High Level Shading Language. The limitations of the gs_5_0 profile depend on what HLSL profile to which the translated HLSL code is compiled. Requires Direct3D 11 support. http://msdn.microsoft.com/en-us/library/ff471356.aspx -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 HLSL11 normally uses. In general, the Cg data types translate to the HLSL11 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 gs_5_0 profile correspond to the respectively named varying output semantics of the vs_5_0 profile. Binding Semantics Name Corresponding Data POSITION Object-space position (SV_Position) NORMAL Object-space normal COLOR Primary color (float4) (SV_Target) COLOR0 DIFFUSE COLOR1 Secondary color (float4) SPECULAR FOGCOORD Fog coordinate TEXCOORD# Texture coordinate set #

UNIFORM INPUT SEMANTICS

OUTPUT SEMANTICS
Binding Semantics Name Corresponding Data POSITION Clip-space position (SV_Position) HPOS COLOR Front primary color (SV_Target) COLOR0 COL0 COL COLOR1 Front secondary color COL1 TEXCOORD# Texture coordinate set # TEX# TEX# is translated to TEXCOORD# FOGC Fog coordinate FOG PSIZE Point size PSIZ This profile is limited to standard library support available in HLSL11 for vertex shaders. In general, the Cg and HLSL11 standard libraries are very similar. ps_5_0, vs_5_0, hs_5_0, ds_5_0