#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); }