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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];
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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