#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 = ((vUV[0] * gl_BaryCoordNV.x) + (vUV[1] * gl_BaryCoordNV.y)) + (vUV[2] * gl_BaryCoordNV.z); value += (((vUV2[0] * gl_BaryCoordNoPerspNV.x) + (vUV2[1] * gl_BaryCoordNoPerspNV.y)) + (vUV2[2] * gl_BaryCoordNoPerspNV.z)); }