glslang/Test/spv.fragmentShaderBarycentric3.frag

16 lines
361 B
GLSL

#version 450
#extension GL_EXT_fragment_shader_barycentric : require
layout(location = 0) pervertexEXT in vertices {
float attrib;
} v[];
layout(location = 1) out float value;
void main () {
value = (gl_BaryCoordEXT.x * v[0].attrib +
gl_BaryCoordEXT.y * v[1].attrib +
gl_BaryCoordEXT.z * v[2].attrib);
}