20 lines
549 B
GLSL
20 lines
549 B
GLSL
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#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(binding = 0, std430) readonly buffer Vertices
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{
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vec2 uvs[];
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} _19;
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layout(location = 0) out vec2 value;
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void main()
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{
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int _23 = 3 * gl_PrimitiveID;
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int _32 = _23 + 1;
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int _39 = _23 + 2;
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value = ((_19.uvs[_23] * gl_BaryCoordNV.x) + (_19.uvs[_32] * gl_BaryCoordNV.y)) + (_19.uvs[_39] * gl_BaryCoordNV.z);
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value += (((_19.uvs[_23] * gl_BaryCoordNoPerspNV.x) + (_19.uvs[_32] * gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_39] * gl_BaryCoordNoPerspNV.z));
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}
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