#version 450 #extension GL_NV_fragment_shader_barycentric : require layout(location = 0) out vec2 value; layout(location = 0) pervertexNV in vec2 vUV[3]; layout(location = 1) pervertexNV in vec2 vUV2[3]; void main () { value = gl_BaryCoordNV.x * vUV[0] + gl_BaryCoordNV.y * vUV[1] + gl_BaryCoordNV.z * vUV[2]; value += gl_BaryCoordNoPerspNV.x * vUV2[0] + gl_BaryCoordNoPerspNV.y * vUV2[1] + gl_BaryCoordNoPerspNV.z * vUV2[2]; }