If I understand this correctly the vertex shader only runs as many times as there are vertex attributes. And then the fragment shader fills in the texture running once per fragment.
I.e. If I have four vertices to draw a texture image, the vertex shader will only run four times, or six to draw two triangle, it doesn't matter.
But before the fragment shader runs scan-conversion calculates how many fragments are needed. Let's just say the square covers a 100x100 image computes => 10,000 fragments.
Now I have a fragment shader that calculate a julia fractal based on the position of each fragment. I want to move that calculation to the vertex shader to take advantage of transform feedback. Is there a way to get the number of texels or frags from a program? Or maybe a double vertex shader setup?