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