1#version 450 2#extension GL_NV_fragment_shader_barycentric : require 3 4layout(location = 0) pervertexNV in vertices { 5 float attrib; 6 } v[]; 7 8layout(location = 1) out float value; 9 10void main () { 11 value = (gl_BaryCoordNV.x * v[0].attrib + 12 gl_BaryCoordNV.y * v[1].attrib + 13 gl_BaryCoordNV.z * v[2].attrib); 14 15} 16