blob: 7aec19fba46eb3b8a8fe3f713c7af3963b293c82 [file] [log] [blame]
#version 450
#extension GL_NV_fragment_shader_barycentric : require
layout(location = 0) out vec2 value;
layout(set = 0, binding = 0) readonly buffer Vertices
{
vec2 uvs[];
};
void main () {
int prim = gl_PrimitiveID;
vec2 uv0 = uvs[3 * prim + 0];
vec2 uv1 = uvs[3 * prim + 1];
vec2 uv2 = uvs[3 * prim + 2];
value = gl_BaryCoordNV.x * uv0 + gl_BaryCoordNV.y * uv1 + gl_BaryCoordNV.z * uv2;
}