> ## Name

> glslf - OpenGL fragment profile for the OpenGL Shading Language (GLSL)

> ## Synopsis

>       glslf

> ## Description

> This OpenGL profile corresponds to the per-fragment functionality introduced by the OpenGL Shading Language.

> The compiler output for this profile conforms to the language grammar defined by the OpenGL Shading Language specification.

> ## 3D Api Dependencies

> Requires support for OpenGL 2.0.

> ## Profile Options

> version=val
>   GLSL version to target. Supported versions are 100, 110, 120, 130, 140, 150, 330, 400 and 410.
> userTexCoord
>   Use user-defined varying instead of gl_TexCoord.
> ATI_draw_buffers
>   Use ATI_draw_buffers extension for MRT.
> EXT_gpu_shader4
>   Use EXT_gpu_shader4 extension where useful.

> ## Data Types

> The Cg half and fixed data types are both mapped to float because GLSL lacks first-class half and fixed data types.

> ## Semantics

> ## Varying Input Semantics

>     Binding Semantics Name           Corresponding Data           GLSL Equivalent

>     COLOR                            Primary color (float4)       gl_Color
>     COLOR0
>     COL0
>     COL

>     COLOR1                           Secondary color (float4)     gl_SecondaryColor
>     COL1

>     TEXCOORD                         Texture coordinate set 0     gl_TexCoord[0]
>     TEXCOORD#                        Texture coordinate set #     gl_TexCoord[#]
>     TEX#

>     FACE                             Front/back facing (+1/-1)    gl_FrontFacing

> ## 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

> The following standard fragment output semantics are supported:

>     Binding Semantics Name           Corresponding Data      GLSL Equivalent

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

>     COLOR0-COLOR7                    Output color (float4)   gl_FragData[n]
>     COL0-COL7                        for draw buffers 0 to 7

>     DEPTH                            Output depth (float)    gl_FragDepth
>     DEPR

> ## See Also

> glsl, glslg, glslv, cgGLSetContextGLSLVersion