Ok, in the hopes that, maybe, someone has compassion on me:
I have a cpu side vector of triplets of uint8_t. Each uint8_t is a component in a three-component vector, each component has values from 0-255. I want to make these values available to the vertex shader in a vertex attribute of type vec3, but each component has to be divided by 256.0 first. That means a cpu side entry of ( 255, 255, 255 ) will map to shader input of (1.0, 1.0, 1.0).
Is there a VkVertexInputAttributeDescription / shader variable type combination that will achieve this out of the box? Currently I read them in as ivec3, call vec3 constructor and divide each component by 256.0 in the shader, but I wonder if there is a more elegant method.