I was following a tutorial on the Marching Cubes algorithm that is presented by Sebastian Lague. He shared the project in github but I was unable to get it to work. He is on Windows and no doubt using DirectX11, while I'm on Linux using OpenGLCore. In theory this shouldn't be a train-smash because Unity is able to convert from HLSL to GLSL, but in my particular case I'm getting errors with linking the shader, which I'm assuming is due to a failed conversion and/or compilation. I believe there are some conventions to follow when writing a "convertable" HLSL shader (like not using float3), and in this case those precautions weren't deemed necessary by the author. I don't want to rule out the fact that it might just be my settings and/or drivers that are causing problems, so I was hoping that someone could try this using OpenGLCore on their machine. If it is a matter of the conversion failing, is there any easy way to "force" it to work? I changed the `float3`'s to `float4` and updated the code to handle those, but that alone didn't seem to do the trick. In lieu of getting that to work, is there a way of removing the compute shaders entirely and just having the MeshGenerator generate the mesh? Any help would be greatly appreciated here!