Is it possible to do something like:
@location(0) bit_map: array<u32, 16>,
@location(4) blk0: array<u32, 16>,
@location(8) blk1: array<u32, 16>,
in wgsl/wgpu ?
why do you want this ?
I'm encoding some data into the vertex attribs and I want to index into them
why not 4
I can't index into it
why not a
It only supports
Not according to the spec:
Each user-defined input datum and user-defined output datum must:
You can, however, ship the values to the shader as 4
vec4us, and then construct an
array from their components inside the shader.
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