#version 450 #extension GL_KHR_shader_subgroup_basic: enable layout(isolines) in; layout(set = 0, binding = 0, std430) buffer Output { uvec4 result[]; }; void main (void) { result[gl_PrimitiveID] = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0); }