I am trying to implement a custom interpolation technique in GLSL shader.
I have switched off the default OpenGL bilinear filters using flat interpolation specifier for my texture coordinates. I followed the technique that is specified in the below link: 
How to switch off default interpolation in OpenGL
While rasterizing, the image now gets an image which is based on the provoking vertex. 
Is it possible for me to introduce an interpolation mechanism to decide on the colors filled between vertices in a triangle ? Or is this hardcoded in OpenGL ?
I am a newbie in GLSL world and hence would request you to provide me with a non complicated answer.