This bug got introduced as part of EXT_mesh_shader changes 228c672 Also updated barycentric test cases to add coverage for multiple pervertexEXT array inputs
		
			
				
	
	
		
			22 lines
		
	
	
		
			609 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			22 lines
		
	
	
		
			609 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 320 es
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#extension GL_NV_fragment_shader_barycentric : require
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precision highp float;
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layout(location = 0) pervertexNV in float vertexIDs[3];
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layout(location = 1) pervertexNV in float vertexIDs2[3];
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layout(location = 1) out float value;
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void main () {
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    value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] +
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             gl_BaryCoordNoPerspNV.y * vertexIDs[1] +
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             gl_BaryCoordNoPerspNV.z * vertexIDs[2]);
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    value += (gl_BaryCoordNoPerspNV.x * vertexIDs2[0] +
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             gl_BaryCoordNoPerspNV.y * vertexIDs2[1] +
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             gl_BaryCoordNoPerspNV.z * vertexIDs2[2]);
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}
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