( msl_pipeline: ( allow_and_force_point_size: false, vertex_pulling_transform: true, vertex_buffer_mappings: [( id: 1, stride: 20, indexed_by_vertex: true, attributes: [( shader_location: 0, // position offset: 0, format: Float32, // too small, inflated to a vec4 ), ( shader_location: 1, // normal offset: 4, format: Float32x4, // too big, truncated to a vec3 )], ), ( id: 2, stride: 16, indexed_by_vertex: false, attributes: [( shader_location: 2, // texcoord offset: 0, format: Float32x2, )], )], ), )