[Cinder Example] Compute Shader SSBO Flocking (example from opengl super bible)



Just in case anyone interested in, I’ve ported an example “Compute Shader SSBO Flocking” in “OpenGL SuperBible” into Cinder. There’s some parts that I could not make it to translate into cinder functions so I left it as native opengl syntax.

It requires opengl version 4.3 at minimum so it might not work in OSX.
I will appreciate any feedback.