14 lines
456 B
GLSL
14 lines
456 B
GLSL
#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));
|
|
}
|
|
|