hlslv
Keywords: hlslv, NVIDIA, NVIDIA Cg Toolkit, Cg Toolkit, Shader, Shader Programming, GPU Shader Programming, GPU Program

> ## 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:

>       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.

> ## 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