Chao Chen | 9eada4b | 2018-09-19 11:39:56 -0700 | [diff] [blame] | 1 | #version 320 es |
2 | #extension GL_NV_fragment_shader_barycentric : require | ||||
3 | |||||
4 | precision highp float; | ||||
5 | |||||
6 | layout(location = 0) pervertexNV in float vertexIDs[3]; | ||||
7 | |||||
8 | layout(location = 1) out float value; | ||||
9 | |||||
10 | void main () { | ||||
11 | value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] + | ||||
12 | gl_BaryCoordNoPerspNV.y * vertexIDs[1] + | ||||
13 | gl_BaryCoordNoPerspNV.z * vertexIDs[2]); | ||||
14 | |||||
15 | } |