1 #version 450 2 #extension GL_KHR_shader_subgroup_basic: enable 3 layout(points) in; 4 layout(points, max_vertices = 1) out; 5 layout(set = 0, binding = 0, std430) buffer Output 6 { 7 uvec4 result[]; 8 }; 9 10 void main (void) 11 { 12 result[gl_PrimitiveIDIn] = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0); 13 } 14