#version 450 #extension GL_ARM_shader_core_builtins: enable layout(set = 0, binding = 0, std430) buffer Output { uvec4 result; }; void main (void) { uint temp = gl_WarpMaxIDARM; result = uvec4(gl_CoreIDARM, gl_CoreCountARM, gl_CoreMaxIDARM, gl_WarpIDARM + temp); }