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