#version 400 #extension GL_ARB_shader_atomic_counters : enable layout(binding=0, offset=0) uniform atomic_uint ac; out vec4 fragColour; void main(void) { uint counter = atomicCounterIncrement(ac); uint mask = (1 << 8) - 1; // fragColour = vec4( // ((counter & (mask << 0)) % 255) / 255.f, // ((counter & (mask << 8)) % 255) / 255.f, // ((counter & (mask << 16)) % 255) / 5.f, // 0.5); fragColour = vec4(counter/uint(4E9),0,0,0); }