| #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]); | |
| } |