| #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]); |
| |
| } |