#version 310 es precision mediump float; struct DrawIndirectArgs { uint vertexCount; }; layout(binding = 5) buffer DrawIndirectArgs_1 { uint vertexCount; } drawOut; uint cubeVerts = 0u; void computeMain(uvec3 global_id) { uint firstVertex = atomicAdd(drawOut.vertexCount, cubeVerts); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { computeMain(gl_GlobalInvocationID); return; }