xkslang/Test/spv.fragmentShaderBarycentr...

16 строки
356 B
GLSL

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