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1#version 450
2#extension GL_ARM_shader_core_builtins: enable
3layout(set = 0, binding = 0, std430) buffer Output
4{
5  uvec4 result;
6};
7
8void main (void)
9{
10  uint temp = gl_WarpMaxIDARM;
11  result = uvec4(gl_CoreIDARM, gl_CoreCountARM, gl_CoreMaxIDARM, gl_WarpIDARM + temp);
12}
13