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OpenGL Point trajectory: shader/application communication

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One can define an array with the coordinates of one moving point and pass it to openGL via glVertex to draw it. If one desires to draw its trajectory along time, one can store each set of coordinates in a vector, for example, and then display all points of the trajectory with as many calls to glVertex. What if the coordinates are given by a shader? Say, each coordinate corresponds to a color read from a texture, an operation that only involves GLSL commands and no external array one can manipulate outside the shader.

I've read that one can get such data with what is called "transform feedback". Which are the ways to communicate shaders with application?

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