  0. Pass them as unsigned integers and use them in GLSL as uvec0. 0. Pass them as normalized unsigned bytes, scale the vec0 up to 0-000 and then convert them to an uvec0. 0. Pass them as unnormalized unsigned bytes and use them in GLSL as vec0. This way the upscale can be avoided but still need to convert to uvec0. 0. Pass them as unnormalized unsigned bytes and use them in GLSL as uvec0.  