glslang/Test/spv.fragmentShaderBarycentric4.frag

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#version 320 es
#extension GL_EXT_fragment_shader_barycentric : require
precision highp float;
layout(location = 0) pervertexEXT in float vertexIDs[3];
layout(location = 1) pervertexEXT in float vertexIDs2[3];
layout(location = 1) out float value;
void main () {
value = (gl_BaryCoordNoPerspEXT.x * vertexIDs[0] +
gl_BaryCoordNoPerspEXT.y * vertexIDs[1] +
gl_BaryCoordNoPerspEXT.z * vertexIDs[2]);
value += (gl_BaryCoordNoPerspEXT.x * vertexIDs2[0] +
gl_BaryCoordNoPerspEXT.y * vertexIDs2[1] +
gl_BaryCoordNoPerspEXT.z * vertexIDs2[2]);
}