1#version 320 es 2#extension GL_NV_fragment_shader_barycentric : require 3 4precision highp float; 5 6layout(location = 0) pervertexNV in float vertexIDs[3]; 7layout(location = 1) pervertexNV in float vertexIDs2[3]; 8 9 10layout(location = 1) out float value; 11 12void main () { 13 value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] + 14 gl_BaryCoordNoPerspNV.y * vertexIDs[1] + 15 gl_BaryCoordNoPerspNV.z * vertexIDs[2]); 16 17 value += (gl_BaryCoordNoPerspNV.x * vertexIDs2[0] + 18 gl_BaryCoordNoPerspNV.y * vertexIDs2[1] + 19 gl_BaryCoordNoPerspNV.z * vertexIDs2[2]); 20 21} 22