> ## Name

> gs_4_0 - Translation profile to DirectX 10's High Level Shader Language for geometry shaders.

> ## Synopsis

>       gs_4_0

> ## Description

> This Direct3D profile translates Cg into DirectX 10's High Level Shader Language (HLSL10) for geometry 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 gs_4_0 profile depend on what HLSL profile to which the translated HLSL code is compiled.

> ## 3D Api Dependencies

> Requires Direct3D 10 support.

>       http://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.

> 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 gs_4_0 profile correspond to the respectively named varying output semantics of the vs_4_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

> ## Standard Library Issues

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

> ## See Also

> vs_4_0, ps_4_0