#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]); | |
} |