14 lines
465 B
GLSL
14 lines
465 B
GLSL
|
#version 450
|
||
|
#extension GL_EXT_fragment_shader_barycentric : require
|
||
|
|
||
|
layout(location = 0) out vec2 value;
|
||
|
layout(location = 0) pervertexEXT in vec2 vUV[3];
|
||
|
layout(location = 1) pervertexEXT in vec2 vUV2[3];
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
value = ((vUV[0] * gl_BaryCoordEXT.x) + (vUV[1] * gl_BaryCoordEXT.y)) + (vUV[2] * gl_BaryCoordEXT.z);
|
||
|
value += (((vUV2[0] * gl_BaryCoordNoPerspEXT.x) + (vUV2[1] * gl_BaryCoordNoPerspEXT.y)) + (vUV2[2] * gl_BaryCoordNoPerspEXT.z));
|
||
|
}
|
||
|
|