In my GLSL Compute Shader, I've declared a struct called ParticleData
, and when I read in part of my buffer as a mat3
, the size (which I assess by looking at the output) is different than if I use a float[9]
.
I haven't been able to find a definitive source explaining the mat3
structure. he data I'm writing to my buffer is simply 9 floats, stored in an std::array<float,9>
.
What is the difference between a mat3
and a float[9]
, in terms of size?