#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 = 3) 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)); }