// get-attribute-at-vertex.slang.glsl //TEST_IGNORE_FILE: #version 450 #extension GL_EXT_fragment_shader_barycentric : require layout(row_major) uniform; layout(row_major) buffer; pervertexEXT layout(location = 0) in vec4 color_0[3]; layout(location = 0) out vec4 result_0; void main() { result_0 = gl_BaryCoordEXT.x * ((color_0)[(0U)]) + gl_BaryCoordEXT.y * ((color_0)[(1U)]) + gl_BaryCoordEXT.z * ((color_0)[(2U)]); return; }