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