title: Vertex shader with array inputs
body: <p>Given a vertex shader that looks something like</p>
  
  <pre><code>#version 400 compatibility
  
  const int max_valence = 6;
  
  in int valence;
  in vec3 patch_data[1 + 2 * max_valence];
  
  ...
  </code></pre>
  
  <p>What is the the proper way to map the data to the correct vertex attribs? I'm trying to use a VBO, but I can't figure out how to pass that large of a value in. <code>glVertexAttribPointer</code> takes at most a vector of size 4. What's the correct way to get the vertex attributes into the shader?</p>