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// 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;
}
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