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GLSL question: Passing Point/Polygon Data to Fragment Shader


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So... lets say I wanted to pass mesh data to a Fragment Shader is that possible?  Not the mesh that has the shader assigned but just some uniform that I can bind what ever meshes point/polygonal data to.  What would be the best method? An array with the point count set on the initial binding or a texture with polygon datas position being converted to rbg elements.

Asking for a friend... ^_^

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