| #version 450 | |
| // try using a fragment-only extension in a vertex shader | |
| #extension GL_EXT_fragment_invocation_density : require | |
| layout (location = 0) out uvec2 FragSize; | |
| layout (location = 2) out int FragInvocationCount; | |
| void main () { | |
| FragSize = gl_FragSizeEXT; | |
| FragInvocationCount = gl_FragInvocationCountEXT; | |
| } |