I need this in my shader
Code :
attribute vec4 weight;
attribute vec4 index;

through this,
Code :
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, bufferId);
glVertexAttribPointer(weightLoc, 4, GL_FLOAT, GL_FALSE, 8,  reinterpret_cast<const GLvoid*>( offsetof(structName, weight)));
glEnableVertexAttribArray(weightLoc);
glVertexAttribPointer(indexLoc, 4, GL_FLOAT, GL_FALSE, 8,  reinterpret_cast<const GLvoid*>( offsetof(structName, index)));
glEnableVertexAttribArray(indexLoc);

Code :
struct structName
{
float weight;
int index;
}

How can I get it to send 4 floats as 1 vec4, when my data are apart? They are structured such that there are an array of 4 of structName, if you get what I mean. Setting the stride by 8 or 32 doesn't seem to work.. I already have them buffered to the GPU with rows of 4 structName.

Any help is appreciated!