12 lines
444 B
GLSL
12 lines
444 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(location = 0) pervertexNV in vec2 vUV[3];
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layout(location = 1) pervertexNV in vec2 vUV2[3];
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void main () {
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value = gl_BaryCoordNV.x * vUV[0] + gl_BaryCoordNV.y * vUV[1] + gl_BaryCoordNV.z * vUV[2];
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value += gl_BaryCoordNoPerspNV.x * vUV2[0] + gl_BaryCoordNoPerspNV.y * vUV2[1] + gl_BaryCoordNoPerspNV.z * vUV2[2];
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}
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