I have multiple glsl files that use shader storage bufffer. If I bind buffer bases with other shader files, but they have same locations in storage buffer, they seem to affect each other. Does this mean that I have to unbind it somehow? When I chose other locations for each files, they didn't seem to have impact to the code.
for example
first.vs
layout(std430, binding = 0) buffer texture_coordinate_layout
{
vec2 texture_coordinates[];
};
second.vs
layout(std430, binding = 0) buffer vertices_layout
{
vec2 vertices[];
};
when having two different shader programs, when I bind with each like so
first shader program
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_vertex_ssbo);
second shader program
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_texture_coordiante_ssbo);