2 #extension GL_EXT_demote_to_helper_invocation : enable
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4 layout(set = 0, binding = 0) uniform sampler2D tex;
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5 layout(location = 0) in vec2 coord;
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6 layout(location = 0) out vec4 o;
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10 vec4 v = texture(tex, coord);
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12 if (v == vec4(0.1,0.2,0.3,0.4))
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15 bool x = helperInvocationEXT();
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