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Supported shader barycentric coords on OpenGL, Vulkan and Metal #3090
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👍 Looks good! I'm just going to wait for glslang and SPIRV-Cross to accept it. |
You shouldn't be using merge into this branch, rather rebase, so that your changes always appear as the top. |
I can? It's good to know for next time, thanks! :) |
You can even fix this branch by removing undesired merges so that only new changes appear, and then force pushing it. |
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Any luck with this being accepted in glslang? |
The spirv-cross part was fixed, but glslang won't work properly and it will remain a hack because of glslang architecture itself. |
Fragment shader barycentric coords support following this spec: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_fragment_shader_barycentric.html
I have modified some 3rdparty sources for this to work and I have made PRs of those to their respected repositories:
KhronosGroup/glslang#3198
KhronosGroup/SPIRV-Cross#2137
So when the above gets approved and merged, it will be already here.