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