#version 450 in float if1; in vec2 if2; in vec3 if3; in vec4 if4; uniform int samp; uniform vec2 offset; out vec4 fragColor; void main() { vec4 f4 = vec4(0.0); f4.x += interpolateAtCentroid(if1); f4.xy += interpolateAtCentroid(if2); f4.xyz += interpolateAtCentroid(if3); f4 += interpolateAtCentroid(if4); f4.x += interpolateAtSample(if1, samp); f4.xy += interpolateAtSample(if2, samp); f4.xyz += interpolateAtSample(if3, samp); f4 += interpolateAtSample(if4, samp); f4.x += interpolateAtOffset(if1, offset); f4.xy += interpolateAtOffset(if2, offset); f4.xyz += interpolateAtOffset(if3, offset); f4 += interpolateAtOffset(if4, offset); fragColor = f4; }