21 lines
566 B
GLSL
21 lines
566 B
GLSL
#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(binding = 0, std430) readonly buffer Vertices
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{
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vec2 uvs[];
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} _19;
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layout(location = 0) out vec2 value;
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void main()
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{
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int prim = gl_PrimitiveID;
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vec2 uv0 = _19.uvs[(3 * prim) + 0];
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vec2 uv1 = _19.uvs[(3 * prim) + 1];
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vec2 uv2 = _19.uvs[(3 * prim) + 2];
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value = ((uv0 * gl_BaryCoordNV.x) + (uv1 * gl_BaryCoordNV.y)) + (uv2 * gl_BaryCoordNV.z);
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value += (((uv0 * gl_BaryCoordNoPerspNV.x) + (uv1 * gl_BaryCoordNoPerspNV.y)) + (uv2 * gl_BaryCoordNoPerspNV.z));
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}
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