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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