I know this isn’t explicitly supported, but do we have the tools to pass a GUhalf in a single 4-component vertex attribute despite the API?
glVertexAttribPointer size <= 4, so the nieve approach doesn’t work.
But what about packing 2 halfs in a single float (or uint)?
Question is, once you get them in the shader, can you shift/mask off 16-bits of a float/uint into a half nowadays?
(ARB_shader_bit_encoding only provides for 32-bit float<->int AFAICT)