SPIRV-Cross/reference/shaders-msl/frag/barycentric-nv.msl22.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Vertices
{
float2 uvs[1];
};
struct main0_out
{
float2 value [[color(0)]];
};
struct main0_in
{
float3 gl_BaryCoordNV [[barycentric_coord, center_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]], const device Vertices& _19 [[buffer(0)]], uint gl_PrimitiveID [[primitive_id]])
{
main0_out out = {};
int prim = int(gl_PrimitiveID);
float2 uv0 = _19.uvs[(3 * prim) + 0];
float2 uv1 = _19.uvs[(3 * prim) + 1];
float2 uv2 = _19.uvs[(3 * prim) + 2];
out.value = ((uv0 * in.gl_BaryCoordNV.x) + (uv1 * in.gl_BaryCoordNV.y)) + (uv2 * in.gl_BaryCoordNV.z);
return out;
}