3 // try using a fragment-only extension in a vertex shader
4 #extension GL_EXT_fragment_invocation_density : require
6 layout (location = 0) out uvec2 FragSize;
7 layout (location = 2) out int FragInvocationCount;
10 FragSize = gl_FragSizeEXT;
11 FragInvocationCount = gl_FragInvocationCountEXT;