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  • Musharraf Azeem thinks this is interesting:

gl_VertexID input starts counting from the value given by the first parameter of glDrawArrays() and counts upwards one vertex at a time for count vertices


Cover of OpenGL® SuperBible: Comprehensive Tutorial and Reference, Sixth Edition


SO technically, don't even need any vertex shader inputs / attributes, can use a hardcoded vertex collection, (array or matrix), and use gl_VertexID to get the right vertex position or other attribute for the current vertex being processed.