I'm in the process of learning OpenGL and I have already made some simple shaders and programs. However, for my latest project I need to render every pixels colour based on a bunch of data stored in an array. My setup involves sending the data to a fragment shader. Also, since this array contains values for every pixel, I assume it will store WIDTH*HEIGHT values. For example, a window sized 500x500 will correspond to a array of 250,000 values. This array data is continuously updated on the CPU side (Main.cpp) and as far as I can tell uniforms don't meet this size requirement.
Can someone please explain the best way to do this preferably with an example? Also I'm using Modern OpenGl version 4.
EDIT: I have heard that using an SSBO would be a good approach, however, I'm having trouble implementing this.
EDIT: Solved by using Shader Storage Buffer Objects.