What is the correct way to determine the global work group size and local work group size for compute shader?
And how can the 2nd dimension be used (num_groups_y). Can I pass an array of vectors and index them using gl_GlobalInvocationID.y ?
My requirement has 100k particles and I am passing another array of vectors for position calculation. For my Particle Position is GL_SHADER_STORAGE_BUFFER and for the array of vectors I am using uniform.
Is it possible to index the array of vectors using gl_GlobalInvocationID.y by passing the array size in gl_DispatchCompute ? And what should be the optimal num_groups_x value to be set?