Oh OK gotcha. Thanks again, I did end up implementing everything correctly for a different model that needed to be indexed per vertex instead of per primitive. I also changed my shaders so that the lookup table logic went into the vertex shader instead of the frag shader. If I did the lookup in the frag shader then the vertex values were interpolated which is not what I wanted. For the models that must be bound per primitive, I'll probably just revert to encoding the index numbers in the vertex colors instead of generic vertex attributes. However I am debating whether I should create a separate forum thread about using generic vertex attributes that are BIND_PER_PRIMITIVE with GLSL; both of us were unable to get it working but since I can't find any documentation online for why it wouldn't work it might be worth asking to a larger audience since this thread has veered off from its original title somewhat.
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