blob: 4682e4ef4340950c75de681fa582ae1f2c0028dd [file] [log] [blame] [edit]
#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]);
}