#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); | |
} |