#version 420 layout(local_size_x = 2) in; // ERROR, no compute #extension GL_ARB_compute_shader : enable layout(local_size_x = 2, local_size_y = 4, local_size_z = 6) in; shared vec3 sfoo; void main() { sfoo = vec3(gl_WorkGroupSize.x, gl_WorkGroupSize.y, gl_WorkGroupSize.z); sfoo += gl_WorkGroupSize + gl_NumWorkGroups + gl_WorkGroupID + gl_LocalInvocationID + gl_GlobalInvocationID; sfoo *= gl_LocalInvocationIndex; sfoo += gl_MaxComputeWorkGroupCount + gl_MaxComputeWorkGroupSize; sfoo *= gl_MaxComputeUniformComponents + gl_MaxComputeTextureImageUnits + gl_MaxComputeImageUniforms + gl_MaxComputeAtomicCounters + gl_MaxComputeAtomicCounterBuffers; barrier(); memoryBarrier(); memoryBarrierAtomicCounter(); memoryBarrierBuffer(); memoryBarrierImage(); memoryBarrierShared(); groupMemoryBarrier(); }