I would like to create a wire frame effect using a shader program written in AGAL for Stage3D.
I have been Googling and I understand that I can determine how close a pixel is to the edge of a triangle using barycentric coordinates (BC) passed into the fragment program via the vertex program, then colour it accordingly if it is close enough.
My confusion is in what method I would use to pass this information into the shader program. I have a simple example set up with a cube, 8 vertices and an index buffer to draw triangles between using them.
If I was to place the BC's into the vertex buffer then that wouldn't make sense as they would need to be different depending on which triangle was being rendered; e.g. Vetex1 might need (1,0,0) when rendered with Vetex2 and Vetex3, but another value when rendered with Vetex5 and Vetex6. Perhaps I am not understanding the method completely.
Do I need to duplicate vertex positions and add the aditional data into the vertex buffer, essentially making 3 vertices per triangle and tripling my vertex count? Do I always give the vertex a (1,0,0), (0,1,0) or (0,0,1) value or is this just an example? Am I over complicating this and is there an easier way to do wire-frame with shaders and Stage3d?
Hope that fully explains my problems. Answers are much appreciated, thanks!