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