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