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storing data per vertex in geometry shader.

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hello everyone, i've been working on a shadow volume generator using edge counting in the geometry shader.

my problem is that i've managed to figure out how to transfer much of the data to represent edge's in a per-vertex fashion.

but, i have a problem, edge counting requires counting the edges connected to the faces that are facing the light(based on winding.), my problem falls into how do i carry a counter which is determined inside the geometry.

i was initially thinking of using a texture which is equal to the number of unique edges in the geometry, but after some research, i learned that i can't edit the texture in shader's.

so, my question, how do i store large amounts of data across geometry primitive's.

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