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