#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; | |
} |