I have an SSBO example. A vertex shader is declared as such:
#version 460
layout(std430, binding = 0) buffer TVertex
{
vec4 vertex[];
};
uniform mat4 u_mvp;
uniform vec2 u_resolution;
uniform float u_thickness;
void main()
{
...
So from what I understand the array (vertex[]) can be accessed in the vertex shader like vertex[0] or vertex[1] each returning a vec4 type. So since I am drawing points with glDrawArrays what I really would like to do is access the SSBO array (vertex[]) from directly in a geometry shader so I can enumerate triangles. Is there a way to access such an SSBO array directly from a geometry shader? How might such a scenario be set up with shader code?