2022-05-13 16:23:29 +00:00
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#version 320 es
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#extension GL_EXT_fragment_shader_barycentric : require
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precision highp float;
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layout(location = 0) pervertexEXT in float vertexIDs[3];
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2022-09-26 19:45:39 +00:00
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layout(location = 1) pervertexEXT in float vertexIDs2[3];
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2022-05-13 16:23:29 +00:00
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layout(location = 1) out float value;
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void main () {
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value = (gl_BaryCoordNoPerspEXT.x * vertexIDs[0] +
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gl_BaryCoordNoPerspEXT.y * vertexIDs[1] +
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gl_BaryCoordNoPerspEXT.z * vertexIDs[2]);
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2022-09-26 19:45:39 +00:00
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value += (gl_BaryCoordNoPerspEXT.x * vertexIDs2[0] +
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gl_BaryCoordNoPerspEXT.y * vertexIDs2[1] +
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gl_BaryCoordNoPerspEXT.z * vertexIDs2[2]);
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2022-05-13 16:23:29 +00:00
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}
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