Function setup_morph_and_skinning_defs

Source
pub fn setup_morph_and_skinning_defs(
    mesh_layouts: &MeshLayouts,
    layout: &MeshVertexBufferLayoutRef,
    offset: u32,
    key: &MeshPipelineKey,
    shader_defs: &mut Vec<ShaderDefVal>,
    vertex_attributes: &mut Vec<VertexAttributeDescriptor>,
    skins_use_uniform_buffers: bool,
) -> BindGroupLayout