# BaryCoordNoPerspKHR(3) Manual Page

## Name

BaryCoordNoPerspKHR - Barycentric coordinates of a fragment in screen-space

Loading… please wait.

## Description

`BaryCoordNoPerspKHR`

  The `BaryCoordNoPerspKHR` decoration can be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using linear interpolation.

Valid Usage

- VUID-BaryCoordNoPerspKHR-BaryCoordNoPerspKHR-04160
  The `BaryCoordNoPerspKHR` decoration must be used only within the `Fragment` `Execution` `Model`

- VUID-BaryCoordNoPerspKHR-BaryCoordNoPerspKHR-04161
  The variable decorated with `BaryCoordNoPerspKHR` must be declared using the `Input` `Storage` `Class`

- VUID-BaryCoordNoPerspKHR-BaryCoordNoPerspKHR-04162
  The variable decorated with `BaryCoordNoPerspKHR` must be declared as a three-component vector of 32-bit floating-point values

## See Also

No cross-references are available

## Document Notes

For more information, see the Vulkan Specification

This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.

## Copyright

Copyright 2014-2025 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0