pub struct VertexShaderState<'a> {
    pub entry_point: &'a str,
    pub buffers: &'a [VertexBufferLayout<'a>],
}

Fields

entry_point: &'a str

The name of the entry point in the compiled shader. There must be a function that returns void with this name in the shader.

buffers: &'a [VertexBufferLayout<'a>]

The format of any vertex buffers used with this pipeline.

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