#extension GL_ARB_shader_storage_buffer_object : enable struct playerBounds { ivec3 headMin, headMax; ivec3 torsoMin, torsoMax; ivec3 leftLegMin, leftLegMax; ivec3 rightLegMin, rightLegMax; ivec3 leftHandMin, leftHandMax; ivec3 rightHandMin, rightHandMax; }; layout(std430, binding = 3) SSBO_QUALIFIER buffer playerVerticesBuffer { vec3 vertexPositions[216]; vec2 vertexData[216]; playerBounds bounds; } playerVerticesSSBO;