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#version 450
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#extension GL_KHR_shader_subgroup_basic: enable
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layout(set = 0, binding = 0, std430) buffer Output
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{
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uvec4 result[];
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};
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void main (void)
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{
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result[gl_VertexIndex] = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0);
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}
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