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externals/glslang/Test/spv.fragmentShaderBarycentric2.frag
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21
externals/glslang/Test/spv.fragmentShaderBarycentric2.frag
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#version 320 es
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#extension GL_NV_fragment_shader_barycentric : require
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precision highp float;
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layout(location = 0) pervertexNV in float vertexIDs[3];
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layout(location = 1) pervertexNV in float vertexIDs2[3];
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layout(location = 1) out float value;
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void main () {
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value = (gl_BaryCoordNoPerspNV.x * vertexIDs[0] +
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gl_BaryCoordNoPerspNV.y * vertexIDs[1] +
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gl_BaryCoordNoPerspNV.z * vertexIDs[2]);
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value += (gl_BaryCoordNoPerspNV.x * vertexIDs2[0] +
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gl_BaryCoordNoPerspNV.y * vertexIDs2[1] +
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gl_BaryCoordNoPerspNV.z * vertexIDs2[2]);
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}
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