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