1#version 450
2#extension GL_NV_shader_sm_builtins: enable
3layout(set = 0, binding = 0, std430) buffer Output
4{
5 uvec4 result[];
6};
7
8void main (void)
9{
10 result[gl_VertexIndex] = uvec4(gl_WarpsPerSMNV, gl_SMCountNV, gl_WarpIDNV, gl_SMIDNV);
11}
12