I like to generate flat shading triangle normales in the vertex shader. To do this, I need to access the current, and the two next vertices attributes in the current vertex shader. Obviously this can be done by a geometry shader, but those don't exist in GL ES for example.
So is there any way to make GLSL access three consecutive vertex positions, but only advance by one position in every vertex invocation? Otherwise I would have to assign the data of three vertices to every vertex.. a vast overhead.