Why does a vec3 buffer get treated as a vec4 buffer? (COMPUTE SHADERS)

Currently, the best solution I found was to create a new struct with 3 floats, and convert it manually to a vec3.
But why is that? Is it an issue with the engine or with GLSL? Or maybe vulkan? Or is it even intentional? Then why!?
Thanks in advance for any replies, and sorry for any grammatical error

General isn’t really the place to ask technical questions. If you’re just venting, cool. If you want a solution to a problem, I recommend you make a new post in Help and tell us what you are trying to accomplish, show us the code you’ve written, and what your problem is. You’ve abstracted your issue so much here and asked virtually an existential question that’s not going to get you much in the way of actionable answers.

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Ok! Sorry for not having understood properly where to discuss this. Is there a way to delete the topic?
Thanks for clarifying what kind of topics the general section was made for. And again, sorry for misunderstanding all of that

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Although there is a nice discussion about it here:

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Thanks a lot! That’s what I was looking for!