I am converting some fancy mesh generation into a vertex shader. For it to work, each vertex needs some extra information. Something like Unity's MeshRenderer.additionalVertexStreams is what I'm looking for.
The mesh is being procedurally generated before the shader is applied, so I could inject the data at that stage if I knew how. Further, it happens that each vertex needs 4 vec4s, so CUSTOM0-3 would be perfect, but I can find no information on how to use those properties. I could potentially use a uniform array, but I've had trouble getting large amounts of data into uniforms.
Does anyone know the best way to do this?