1#version 320 es 2#extension GL_KHR_shader_subgroup_basic: enable 3layout(points) in; 4layout(points, max_vertices = 1) out; 5layout(set = 0, binding = 0, std430) buffer Output 6{ 7 uvec4 result[]; 8}; 9 10void main (void) 11{ 12 result[gl_PrimitiveIDIn] = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0); 13} 14