#version 320 es #extension GL_NV_fragment_shader_barycentric : require precision highp float; layout(location = 0) pervertexNV in float vertexIDs[3]; layout(location = 1) out float value; void main () { value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] + gl_BaryCoordNoPerspNV.y * vertexIDs[1] + gl_BaryCoordNoPerspNV.z * vertexIDs[2]); }