I have written a compute shader to convert a height map into a normal map. The shader definition (glsl) starts as follows: ``` #[compute] #version 460 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0, std430) buffer Workload { float vertical_scale[]; } params; layout(r8, binding = 1) restrict readonly uniform image2D heightMap; layout(rgba8, binding = 2) restrict uniform image2D normal; void main() { float height = params.vertical_scale[0]; ``` The shader is working fine (generating the correct normal map), however the I need to create a float buffer with only one element in it to pass my `vertical_scale` parameter into the shader. It's not causing any issue (works fine) to do this - it just looks ugly, is there a better way to pass the single float parameter to the compute shader? Godot 4.2.2, Mac OSX 14.5 using Vulcan