#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_BaryCoordNoPerspNV.x * uv0 + gl_BaryCoordNoPerspNV.y * uv1 + gl_BaryCoordNoPerspNV.z * uv2; | |
} |