Fix for bug #3019 : That incorrectly removed perVertexEXT qualifier as arrayed IO
This bug got introduced as part of EXT_mesh_shader changes 228c672
Also updated barycentric test cases to add coverage for multiple pervertexEXT array inputs
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5 changed files with 64 additions and 5 deletions
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@ -4,6 +4,8 @@
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precision highp float;
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layout(location = 0) pervertexNV in float vertexIDs[3];
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layout(location = 1) pervertexNV in float vertexIDs2[3];
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layout(location = 1) out float value;
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@ -12,4 +14,8 @@ void main () {
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gl_BaryCoordNoPerspNV.y * vertexIDs[1] +
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gl_BaryCoordNoPerspNV.z * vertexIDs[2]);
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value += (gl_BaryCoordNoPerspNV.x * vertexIDs2[0] +
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gl_BaryCoordNoPerspNV.y * vertexIDs2[1] +
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gl_BaryCoordNoPerspNV.z * vertexIDs2[2]);
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}
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