14 lines
465 B
GLSL
14 lines
465 B
GLSL
#version 450
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#extension GL_EXT_fragment_shader_barycentric : require
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layout(location = 0) out vec2 value;
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layout(location = 0) pervertexEXT in vec2 vUV[3];
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layout(location = 1) pervertexEXT in vec2 vUV2[3];
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void main()
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{
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value = ((vUV[0] * gl_BaryCoordEXT.x) + (vUV[1] * gl_BaryCoordEXT.y)) + (vUV[2] * gl_BaryCoordEXT.z);
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value += (((vUV2[0] * gl_BaryCoordNoPerspEXT.x) + (vUV2[1] * gl_BaryCoordNoPerspEXT.y)) + (vUV2[2] * gl_BaryCoordNoPerspEXT.z));
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}
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