title: Invalid array values ​in compute shader?
body: <p>I use a buffer to which I pass my C++ structures</p>
  <pre><code>struct Node {
      Node(int size, glm::ivec3 position);
  
      bool isEmpty();
      int getSubIndex(const glm::ivec3&amp; vec);
      void divide(std::vector&lt;Node&gt; &amp;nodes);
      void setColor(glm::vec4 color);
      int getSubNodeIndex(const glm::ivec3&amp; vec);
      int getSubNodeIndex(int subIndex);
  
      glm::ivec4 position;
      glm::vec4 color;
      int halfSize;
      int sub;
      int leaf;
  };
  </code></pre>
  <p>In the shader it looks like this</p>
  <pre><code>struct Node {
      vec4 position;
      vec4 color;
      int data[3];
  };
  
  layout(std430, binding=4) readonly buffer Octree_data {
      Node nodes[];
  };
  </code></pre>
  <p>In the process of calculations, I find out that in all elements of the array (except for the first element) there are incorrect data (most likely displaced) in what could I make a mistake?</p>