SPIRV-Cross/reference/opt/shaders/frag/barycentric-nv.frag
2019-06-19 09:52:35 +02:00

20 lines
549 B
GLSL

#version 450
#extension GL_NV_fragment_shader_barycentric : require
layout(binding = 0, std430) readonly buffer Vertices
{
vec2 uvs[];
} _19;
layout(location = 0) out vec2 value;
void main()
{
int _23 = 3 * gl_PrimitiveID;
int _32 = _23 + 1;
int _39 = _23 + 2;
value = ((_19.uvs[_23] * gl_BaryCoordNV.x) + (_19.uvs[_32] * gl_BaryCoordNV.y)) + (_19.uvs[_39] * gl_BaryCoordNV.z);
value += (((_19.uvs[_23] * gl_BaryCoordNoPerspNV.x) + (_19.uvs[_32] * gl_BaryCoordNoPerspNV.y)) + (_19.uvs[_39] * gl_BaryCoordNoPerspNV.z));
}