glslang/Test/spv.fragmentShaderBarycentric2.frag

16 lines
384 B
GLSL

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