Using bindBase in computershader

	ofBufferObject PosBuff,IndexBuffer;
	ofVbo ObjsVbo;
	const static int PolysCount = 1;//Only one production
	float PosB[PolysCount*3*4];//xyz*VertexCount
    vector<int>  Polysindexs;

SetupFunction
↓This is vertex information of tetrahedron.

            compute.setupShaderFromFile(GL_COMPUTE_SHADER,"shader.glsl");
            compute.linkProgram();

	        ofVec3f p_1=ofVec3f(-TriSize, -TriSize, -TriSize); 
            ofVec3f p_2=ofVec3f(-TriSize, +TriSize, TriSize);
            ofVec3f p_3=ofVec3f(TriSize, -TriSize, +TriSize); 
            ofVec3f p_4=ofVec3f(TriSize, TriSize, -TriSize);
			PosB[0] = p_1.x;PosB[1] = p_1.y; PosB[2] = p_1.z;
            PosB[3] = p_2.x;PosB[4] = p_2.y; PosB[5] = p_2.z;
            PosB[6] = p_3.x;PosB[7] = p_3.y; PosB[8] = p_3.z;
            PosB[9] = p_4.x;PosB[10] = p_4.y;PosB[11] = p_4.z;

            Polysindexs.push_back((u *_c) + 0); Polysindexs.push_back((u*_c) + 1); Polysindexs.push_back((u*_c) + 3);
		    Polysindexs.push_back((u *_c) + 3); Polysindexs.push_back((u*_c) + 1); Polysindexs.push_back((u*_c) + 2);
		    Polysindexs.push_back((u *_c) + 0); Polysindexs.push_back((u*_c) + 3); Polysindexs.push_back((u*_c) + 2);
		    Polysindexs.push_back((u *_c) + 0); Polysindexs.push_back((u*_c) + 1); Polysindexs.push_back((u*_c) + 2);

            PosBuff.allocate(PosB,GL_DYNAMIC_DRAW);
	        IndexBuffer.allocate(Polysindexs, GL_DYNAMIC_DRAW);

	        ObjsVbo.setVertexBuffer(PosBuff,3,0);
	        ObjsVbo.setIndexBuffer(IndexBuffer);

	        PosBuff.bindBase(GL_SHADER_STORAGE_BUFFER, 0);

	        ObjsShader.begin();
	        ObjsShader.setUniform1i("ObjsCount",PolysCount);
	        ObjsShader.end();

Update

    ObjsShader.begin();
	ObjsShader.dispatchCompute(PolysCount,3,0);
	ObjsShader.end();

Draw

    ObjsVbo.draw(GL_TRIANGLES,0, PolysCount*4);

Shader

 #version 430

 layout(std140,binding=0) buffer ddd{
 vec3 pos[];
 };
 uniform uint ObjsCount;
 layout(local_size_x = 4) in;

 void main() {
 pos[gl_GlobalInvocationID.x].xyz += vec3(0,0.0,0.0);//Don't Move;
 }

This is the rendering result.
How do I become an tetrahedron?