I'm using a mat3 uniform in a GLSL shader.
layout (std140)
struct UNI {
mat3 mat;
} u;
A mat3 is stored as 3 rows of vec4 in GLSL so that means there's 3 unused floats in there.
Is there any way to access those floats? I want to to pack some more data in there.
nb. I tried using u.mat[0][3] but it says "array index out of bounds" when I compile it.