Since you're pulling the vertex data from an SSBO rather than a VBO and each path has the same number of vertices, perhaps attribute-less instanced rendering is what you need?
Bind an empty VAO and call glDrawArraysInstanced(GL_LINE_STRIP, 0, 128, n)
(where n is the number of paths). In your vertex shader, calculate gl_InstanceID * 128 + gl_VertexID
to get the index of the current vertex in the SSBO.