#version 450 #extension GL_EXT_fragment_shader_barycentric : require layout(location = 0) out vec2 value; layout(location = 0) pervertexEXT in vec2 vUV[3]; layout(location = 3) pervertexEXT in vec2 vUV2[3]; void main () { value = gl_BaryCoordEXT.x * vUV[0] + gl_BaryCoordEXT.y * vUV[1] + gl_BaryCoordEXT.z * vUV[2]; value += gl_BaryCoordNoPerspEXT.x * vUV2[0] + gl_BaryCoordNoPerspEXT.y * vUV2[1] + gl_BaryCoordNoPerspEXT.z * vUV2[2]; }