- #version 320 es
- #extension GL_NV_fragment_shader_barycentric : require
- precision highp float;
- layout(location = 0) pervertexNV in float vertexIDs[3];
-
- layout(location = 1) out float value;
-
- void main () {
- value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] +
- gl_BaryCoordNoPerspNV.y * vertexIDs[1] +
- gl_BaryCoordNoPerspNV.z * vertexIDs[2]);
- }
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