2 #extension GL_EXT_fragment_shader_barycentric : require
6 layout(location = 0) pervertexEXT in float vertexIDs[3];
8 layout(location = 1) out float value;
11 value = (gl_BaryCoordNoPerspEXT.x * vertexIDs[0] +
12 gl_BaryCoordNoPerspEXT.y * vertexIDs[1] +
13 gl_BaryCoordNoPerspEXT.z * vertexIDs[2]);