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