#version 450 #extension GL_NV_shader_sm_builtins: enable layout(set = 0, binding = 0, std430) buffer Output { uvec4 result[]; }; void main (void) { result[gl_VertexIndex] = uvec4(gl_WarpsPerSMNV, gl_SMCountNV, gl_WarpIDNV, gl_SMIDNV); }