Files
RealTimeFractal/Shaders/Vertex.glsl
2025-11-09 11:59:46 +01:00

15 lines
275 B
GLSL

#version 460 core
layout(std430, binding = 3) buffer layoutName
{
float data_SSBO[];
};
vec3 unpack(uint index) {
return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
}
void main()
{
gl_Position = vec4(unpack(gl_InstanceID), 1.0);
}