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