glslang/Test/spv.fragmentShaderBarycentric4.frag

16 lines
389 B
GLSL

#version 320 es
#extension GL_EXT_fragment_shader_barycentric : require
precision highp float;
layout(location = 0) pervertexEXT in float vertexIDs[3];
layout(location = 1) out float value;
void main () {
value = (gl_BaryCoordNoPerspEXT.x * vertexIDs[0] +
gl_BaryCoordNoPerspEXT.y * vertexIDs[1] +
gl_BaryCoordNoPerspEXT.z * vertexIDs[2]);
}