#version 450 #extension GL_ARB_fragment_shader_interlock : require layout(sample_interlock_ordered) in; layout(binding = 0, rgba8) uniform writeonly image2D img; layout(binding = 1, r32ui) uniform uimage2D img2; layout(binding = 2) coherent buffer Buffer { int foo; uint bar; }; void main() { beginInvocationInterlockARB(); imageStore(img, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 1.0)); imageAtomicAdd(img2, ivec2(0, 0), 1u); foo += 42; atomicAnd(bar, gl_SampleMaskIn[0]); endInvocationInterlockARB(); }