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