2 #extension GL_NV_fragment_shader_barycentric : require
4 layout(location = 0) pervertexNV in vertices {
8 layout(location = 1) out float value;
11 value = (gl_BaryCoordNV.x * v[0].attrib +
12 gl_BaryCoordNV.y * v[1].attrib +
13 gl_BaryCoordNV.z * v[2].attrib);