1#version 320 es 2#extension GL_NV_fragment_shader_barycentric : require 3 4precision highp float; 5 6layout(location = 0) pervertexNV in float vertexIDs[3]; 7 8layout(location = 1) out float value; 9 10void main () { 11 value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] + 12 gl_BaryCoordNoPerspNV.y * vertexIDs[1] + 13 gl_BaryCoordNoPerspNV.z * vertexIDs[2]); 14 15} 16