title: SSBO vs VBO performance
body: <p>The standard approach to rendering is to first define VBO and then use <code>layout in</code></p>
  <pre><code>layout (location = 0) in vec4 point;
  
  void main(){
      gl_Position = point;
  }
  </code></pre>
  <p>However, the exact same result could be achieved with SSBO</p>
  <pre><code>layout(std430, binding = 0) buffer Points{
      vec4 points[];
  };
  void main(){
      gl_Position = points[gl_VertexIndex];
  }
  </code></pre>
  <p>I am wondering whether there is any performance difference between those two approaches.</p>
  <p>Couldn't we just use SSBO all the time and completely get rid of VBO?</p>
  <p>Of course the older hardware might not support SSBO, but if I don't care about such compatibility, then what's really stopping me?</p>