in vec2 gl_SamplePosition;
in int gl_Layer;
out float gl_FragDepth;
+
+#pragma MSP stage(compute)
+in uvec3 gl_NumWorkGroups;
+in uvec3 gl_WorkGroupID;
+in uvec3 gl_LocalInvocationID;
+in uvec3 gl_GlobalInvocationID;
+in uint gl_LocalInvocationIndex;