"3Dlabs initiated the development of the OpenGL Shading Language over two years ago with a sweeping vision for the first fundamental upgrade to this widely available 3D graphics API in its ten year history.
Working within the open standards process at the OpenGL Architecture Review Board (ARB), 3Dlabs has spearheaded the definition of a powerful high-level, hardware independent shading language - the OpenGL Shading Language. This language enables direct compilation of C-like programs to graphics hardware machine code, creating enormous opportunities for compiler and graphics architectural innovation and bringing real-time cinematic-quality rendering a step closer to reality.
The OpenGL Shading Language specification was approved on June 11th 2003 as official ARB extensions - clearing the way for graphics vendors to ship the industry's first open standard, multiple vendor high-level shading language. The ARB intends to incorporate the OpenGL Shading Language in the Core OpenGL specification as soon as possible - creating OpenGL version 2.0. 3Dlabs are the first to ship OpenGL Shading Language drivers and will continue to aggressively push to ensure OpenGL 2.0 is ratified as quickly as possible for the good of the graphics industry.
Continuing its tradition of backwards compatibility, OpenGL 2.0 will be a superset of OpenGL 1.4 - so older applications will run on graphics accelerators with OpenGL 2.0 drivers without modification."
Nvidia supports OpenGL 1.5 in the FX series.
"The OpenGL® 1.5 specification includes the revolutionary OpenGL® Shading Language, official ARB extensions that are expected to form the foundation of the upcoming OpenGL® 2.0 version of this cross-platform, open-standard API for advanced 3D graphics."
ATI is tailored to DX9 minimum specs and not OpenGL. Nvidia is tailored around OpenGL1.5 minimum specs and not DX9.
No current hardware can actually do OpenGL2.0. The new official revision was OpenGL1.5 made in 2003. There will be more revisions and we will eventually get to 2.0. When ATI released their architecture though, it was called OpenGL2.0, but it wasn't approved by ARB.