blob: 2db44af367b880acbbfcd715ed6152b479c9dd43 [file] [log] [blame]
#version 320 es
#extension GL_NV_fragment_shader_barycentric : require
precision highp float;
layout(location = 0) pervertexNV in float vertexIDs[3];
layout(location = 1) pervertexNV in float vertexIDs2[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]);
value += (gl_BaryCoordNoPerspNV.x * vertexIDs2[0] +
gl_BaryCoordNoPerspNV.y * vertexIDs2[1] +
gl_BaryCoordNoPerspNV.z * vertexIDs2[2]);
}