I am doing some LBS, and I need to use more than 4 weights, and indices (Let's say I need 60 float values, and 60 int values).
I am using GLSL version 1.30, so I cannot use Shader Storage Buffer Object. Since this weight, and index information will be different for each vertex, cannot use uniform, and I guess there is no way to define an array with a fixed size (for example float arr[16]) if you are not using uniform. Additionally, for attribute inputs, I can only use vec/mat 2,3 or 4.
So, do you have any idea how I can solve this problem?