Declare non-canonical vertex formats for a material's attributes — e.g. a float32x4
position whose .w carries packed per-vertex data, arriving in WGSL as
input.position : vec4<f32>.
This is the shader's signature, not the geometry's packing: byte stride and offset come
from the mesh. Reuse across meshes requires compatible physical formats.
Call before registering or preparing the material — the formats are baked into the
generated WGSL prelude and the pipeline's vertex layout.
Declare non-canonical vertex formats for a material's attributes — e.g. a
float32x4position whose.wcarries packed per-vertex data, arriving in WGSL asinput.position : vec4<f32>.This is the shader's signature, not the geometry's packing: byte stride and offset come from the mesh. Reuse across meshes requires compatible physical formats. Call before registering or preparing the material — the formats are baked into the generated WGSL prelude and the pipeline's vertex layout.