1#version 450 2 3// try using a fragment-only extension in a vertex shader 4#extension GL_EXT_fragment_invocation_density : require 5 6layout (location = 0) out uvec2 FragSize; 7layout (location = 2) out int FragInvocationCount; 8 9void main () { 10 FragSize = gl_FragSizeEXT; 11 FragInvocationCount = gl_FragInvocationCountEXT; 12} 13