UBO buffers — schema and instances

The header is one schema that describes the layout. The properties buffer stores N feature instances that all follow that schema.

Hover any byte in the header to inspect its field. The feature blocks below use the same colour code to show how each property's bytes are laid out.

1 header · 48 bytes (3 uvec4) · defines the layout for every feature N feature blocks · size from dataDrivenBlockSizeVec4 · all use the same layout

Header buffer— schema (one per UBO)

Tells the shader which properties exist, which are data-driven, and where to find each one inside a feature block.
Hover or click a byte to inspect the field it belongs to.
Hex bytes shown in big-endian order so multi-byte values read left-to-right as their numeric value. Real UBO memory is little-endian on every shipping GPU.

Properties buffer— feature instances (one block per feature)

Every block follows the same schema from the header above. The shader reaches feature N's block by skipping N × dataDrivenBlockSizeVec4 vec4s into this buffer.