GLSL (OpenGL Shading Language), also known as GLslang, is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without having to use assembly language or hardware-specific languages
(C) http://en.wikipedia.org/wiki/GLSL
following advice below i couldn't get this GLSL xml working, it seems legit but i fail
Here're the instructions to install them :
1. Download the user-defined language to your computer
2. Open the file with your favourite text editor (such as notepad++ or notepad)
3. Click start, run, type (or paste in) %APPDATA%\Notepad++ then click ok
4. Open userDefineLang.xml with a text editor
5. If this is the first userdefined language you are adding, copy/paste the entire first file (which you downloaded) into the userDefineLang.xml, replacing all that was there. If this is the second or more language you add, simply copy everything from the first file starting at <UserLang...> to </UserLang> and paste it at the end of the userDefineLang.xml right before </NotepadPlus>
6. Save the newly improved userDefineLang.xml
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
GLSL (OpenGL Shading Language), also known as GLslang, is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without having to use assembly language or hardware-specific languages
(C) http://en.wikipedia.org/wiki/GLSL
GLSL Specification:
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf
With respect Alexandr "@!!ex" Basov
UserDefineLang.xml
<NotepadPlus>
<UserLang name="GLSL" ext="glsl vs fs">
<Settings>
<Global caseIgnored="no" />
<TreatAsSymbol comment="no" commentLine="no" />
<Prefix words1="no" words2="no" words3="no" words4="no" />
</Settings>
<KeywordLists>
<Keywords name="Delimiters">000000</Keywords>
<Keywords name="Folder+">{</Keywords>
<Keywords name="Folder-">}</Keywords>
<Keywords name="Operators">( ) [ ] . ++ -- + - ~ ! * / % << >> < > <= >= == != & ^ | && ^^ || ? : = += -= *= /= %= <<= >>= &= ^= |=</Keywords>
<Keywords name="Operators">! $ % & ( ) * , . / : ; ? [ ] ^ | ~ + < = ></Keywords>
<Keywords name="Comment">1/* 1 2*/ 2 0//</Keywords>
<Keywords name="Words1"># #define #undef #if #ifdef #ifndef #else #elif #endif #error #pragma #extension #version #line</Keywords>
<Keywords name="Words2">attribute const uniform varying centroid break continue do for while if else in out inout float int void bool true false invariant discard return mat2 mat3 mat4 mat2x2 mat2x3 mat2x4 mat3x2 mat3x3 mat3x4 mat4x2 mat4x3 mat4x4 vec2 vec3 vec4 ivec2 ivec3 ivec4 bvec2 bvec3 bvec4 sampler1D sampler2D sampler3D samplerCube sampler1DShadow sampler2DShadow struct asm class union enum typedef template this packed goto switch default inline noinline volatile public static extern external interface long short double half fixed unsigned lowp mediump highp precision input output hvec2 hvec3 hvec4 dvec2 dvec3 dvec4 fvec2 fvec3 fvec4 sampler2DRect sampler3DRect sampler2DRectShadow sizeof cast namespace using</Keywords>
<Keywords name="Words3">gl_Position gl_PointSize gl_ClipVertex gl_FragCoord gl_FrontFacing gl_FragColor gl_FragData gl_MaxDrawBuffers gl_FragDepth gl_Color gl_SecondaryColor gl_Normal gl_Vertex gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 gl_FogCoord gl_MaxLights gl_MaxClipPlanes gl_MaxTextureUnits gl_MaxTextureCoords gl_MaxVertexAttribs gl_MaxVertexUniformComponents gl_MaxVaryingFloats gl_MaxVertexTextureImageUnits gl_MaxCombinedTextureImageUnits gl_MaxTextureImageUnits gl_MaxFragmentUniformComponents gl_ModelViewMatrix gl_ProjectionMatrix gl_ModelViewProjectionMatrix gl_TextureMatrix gl_NormalMatrix gl_ModelViewMatrixInverse gl_ProjectionMatrixInverse gl_ModelViewProjectionMatrixInverse gl_TextureMatrixInverse gl_ModelViewMatrixTranspose gl_ProjectionMatrixTranspose gl_ModelViewProjectionMatrixTranspose gl_TextureMatrixTranspose gl_ModelViewMatrixInverseTranspose gl_ProjectionMatrixInverseTranspose gl_ModelViewProjectionMatrixInverseTranspose gl_TextureMatrixInverseTranspose gl_NormalScale gl_DepthRangeParameters gl_DepthRange gl_ClipPlane gl_PointParameters gl_PointParameters gl_MaterialParameters gl_FrontMaterial gl_BackMaterial gl_LightSourceParameters gl_LightSource gl_LightModelParameters gl_LightModel gl_LightModelProducts gl_FrontLightModelProduct gl_BackLightModelProduct gl_LightProducts gl_FrontLightProduct gl_BackLightProduct gl_TextureEnvColor gl_EyePlaneS gl_EyePlaneT gl_EyePlaneR gl_EyePlaneQ gl_ObjectPlaneS gl_ObjectPlaneT gl_ObjectPlaneR gl_ObjectPlaneQ gl_FogParameters gl_Fog gl_FrontColor gl_BackColor gl_FrontSecondaryColor gl_BackSecondaryColor gl_TexCoord gl_FogFragCoord gl_Color gl_SecondaryColor gl_TexCoord gl_FogFragCoord gl_PointCoord</Keywords>
<Keywords name="Words4">radians degrees sin cos tan asin acos atan atan pow exp log exp2 log2 sqrt inversesqrt abs sign floor ceil fract mod min max clamp mix step smoothstep length distance dot cross normalize ftransform faceforward reflect matrixCompMult outerProduct transpose lessThan lessThanEqual greaterThan greaterThanEqual equal notEqual any all not texture1D texture1DProj texture1DLod texture1DProjLod texture2D texture2DProj texture2DLod texture2DProjLod texture3D texture3DProj texture3DLod texture3DProjLod textureCube textureCubeLod shadow1D shadow2D shadow1DProj shadow2DProj shadow1DLod shadow2DLod shadow1DProjLod shadow2DProjLod dFdx dFdy fwidth noise1 noise2 noise3 noise4</Keywords>
</KeywordLists>
<Styles>
<WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
<WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="KEYWORD1" styleID="5" fgColor="00FF40" bgColor="FFFFFF" fontName="" fontStyle="2" />
<WordsStyle name="KEYWORD2" styleID="6" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="KEYWORD3" styleID="7" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="0" />
<WordsStyle name="KEYWORD4" styleID="8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="COMMENT" styleID="1" fgColor="C0C0C0" bgColor="FFFFFF" fontName="" fontStyle="2" />
<WordsStyle name="COMMENT LINE" styleID="2" fgColor="C0C0C0" bgColor="FFFFFF" fontName="" fontStyle="6" />
<WordsStyle name="NUMBER" styleID="4" fgColor="400000" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
<WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
<WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
<WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
</Styles>
</UserLang>
</NotepadPlus>
glsl.api:
attribute
const
uniform
varying
centroid
break
continue
do
for
while
if
else
in
out
inout
float
int
void
bool
true
false
invariant
discard
return
mat2
mat3
mat4
mat2x2
mat2x3
mat2x4
mat3x2
mat3x3
mat3x4
mat4x2
mat4x3
mat4x4
vec2
vec3
vec4
ivec2
ivec3
ivec4
bvec2
bvec3
bvec4
sampler1D
sampler2D
sampler3D
samplerCube
sampler1DShadow
sampler2DShadow
struct
asm
class
union
enum
typedef
template
this
packed
goto
switch
default
inline
noinline
volatile
public
static
extern
external
interface
long
short
double
half
fixed
unsigned
lowp
mediump
highp
precision
input
output
hvec2
hvec3
hvec4
dvec2
dvec3
dvec4
fvec2
fvec3
fvec4
sampler2DRect
sampler3DRect
sampler2DRectShadow
sizeof
cast
namespace
using
gl_Position
gl_PointSize
gl_ClipVertex
gl_FragCoord
gl_FrontFacing
gl_FragColor
gl_FragData
gl_MaxDrawBuffers
gl_FragDepth
gl_Color
gl_SecondaryColor
gl_Normal
gl_Vertex
gl_MultiTexCoord0
gl_MultiTexCoord1
gl_MultiTexCoord2
gl_MultiTexCoord3
gl_MultiTexCoord4
gl_MultiTexCoord5
gl_MultiTexCoord6
gl_MultiTexCoord7
gl_FogCoord
gl_MaxLights
gl_MaxClipPlanes
gl_MaxTextureUnits
gl_MaxTextureCoords
gl_MaxVertexAttribs
gl_MaxVertexUniformComponents
gl_MaxVaryingFloats
gl_MaxVertexTextureImageUnits
gl_MaxCombinedTextureImageUnits
gl_MaxTextureImageUnits
gl_MaxFragmentUniformComponents
gl_ModelViewMatrix
gl_ProjectionMatrix
gl_ModelViewProjectionMatrix
gl_TextureMatrix
gl_NormalMatrix
gl_ModelViewMatrixInverse
gl_ProjectionMatrixInverse
gl_ModelViewProjectionMatrixInverse
gl_TextureMatrixInverse
gl_ModelViewMatrixTranspose
gl_ProjectionMatrixTranspose
gl_ModelViewProjectionMatrixTranspose
gl_TextureMatrixTranspose
gl_ModelViewMatrixInverseTranspose
gl_ProjectionMatrixInverseTranspose
gl_ModelViewProjectionMatrixInverseTranspose
gl_TextureMatrixInverseTranspose
gl_NormalScale
gl_DepthRangeParameters
gl_DepthRange
gl_ClipPlane
gl_PointParameters
gl_PointParameters
gl_MaterialParameters
gl_FrontMaterial
gl_BackMaterial
gl_LightSourceParameters
gl_LightSource
gl_LightModelParameters
gl_LightModel
gl_LightModelProducts
gl_FrontLightModelProduct
gl_BackLightModelProduct
gl_LightProducts
gl_FrontLightProduct
gl_BackLightProduct
gl_TextureEnvColor
gl_EyePlaneS
gl_EyePlaneT
gl_EyePlaneR
gl_EyePlaneQ
gl_ObjectPlaneS
gl_ObjectPlaneT
gl_ObjectPlaneR
gl_ObjectPlaneQ
gl_FogParameters
gl_Fog
gl_FrontColor
gl_BackColor
gl_FrontSecondaryColor
gl_BackSecondaryColor
gl_TexCoord
gl_FogFragCoord
gl_Color
gl_SecondaryColor
gl_TexCoord
gl_FogFragCoord
gl_PointCoord
radians
degrees
sin
cos
tan
asin
acos
atan
atan
pow
exp
log
exp2
log2
sqrt
inversesqrt
abs
sign
floor
ceil
fract
mod
min
max
clamp
mix
step
smoothstep
length
distance
dot
cross
normalize
ftransform
faceforward
reflect
matrixCompMult
outerProduct
transpose
lessThan
lessThanEqual
greaterThan
greaterThanEqual
equal
notEqual
any
all
not
texture1D
texture1DProj
texture1DLod
texture1DProjLod
texture2D
texture2DProj
texture2DLod
texture2DProjLod
texture3D
texture3DProj
texture3DLod
texture3DProjLod
textureCube
textureCubeLod
shadow1D
shadow2D
shadow1DProj
shadow2DProj
shadow1DLod
shadow2DLod
shadow1DProjLod
shadow2DProjLod
dFdx
dFdy
fwidth
noise1
noise2
noise3
noise4
following advice below i couldn't get this GLSL xml working, it seems legit but i fail
Here're the instructions to install them :
1. Download the user-defined language to your computer
2. Open the file with your favourite text editor (such as notepad++ or notepad)
3. Click start, run, type (or paste in) %APPDATA%\Notepad++ then click ok
4. Open userDefineLang.xml with a text editor
5. If this is the first userdefined language you are adding, copy/paste the entire first file (which you downloaded) into the userDefineLang.xml, replacing all that was there. If this is the second or more language you add, simply copy everything from the first file starting at <UserLang...> to </UserLang> and paste it at the end of the userDefineLang.xml right before </NotepadPlus>
6. Save the newly improved userDefineLang.xml
Sorry. Error there:
<Keywords name="Operators">( ) [ ] . ++ -- + - ~ ! * / % << >> < > <= >= == != & ^ | && ^^ || ? : = += -= *= /= %= <<= >>= &= ^= |=</Keywords>
<Keywords name="Operators">! $ % & ( ) * , . / : ; ? [ ] ^ | ~ + < = ></Keywords>
correct:
<Keywords name="Operators">( ) [ ] . ++ -- + - ~ ! * / % << >> < > <= >= == != & ^ | && ^^ || ? : = += -= *= /= %= <<= >>= &= ^= |=</Keywords>