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16 lines
356 B
GLSL
16 lines
356 B
GLSL
#version 450
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#extension GL_NV_fragment_shader_barycentric : require
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layout(location = 0) pervertexNV in vertices {
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float attrib;
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} v[];
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layout(location = 1) out float value;
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void main () {
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value = (gl_BaryCoordNV.x * v[0].attrib +
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gl_BaryCoordNV.y * v[1].attrib +
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gl_BaryCoordNV.z * v[2].attrib);
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}
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