| #version 460 | |
| #extension GL_EXT_fragment_shader_barycentric: require | |
| precision highp float; | |
| precision highp int; | |
| layout(location = 0) out vec4 main_loc0_Output; | |
| vec4 main_inner(vec3 bary_coord) { | |
| return vec4(bary_coord, 1.0f); | |
| } | |
| void main() { | |
| main_loc0_Output = main_inner(gl_BaryCoordEXT); | |
| } |