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      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