First we declare `struct` to store the inputs the output of our vertex shader. This consists of only one field currently which is our vertex's `clip_position`. The `[[builtin(position)]]` bit tells WGPU that this is the value we want to use as the vertex's [clip coordinates](https://en.wikipedia.org/wiki/Clip_coordinates). This is analogous to GLSL's `gl_Position` variable.
First we declare `struct` to store the output of our vertex shader. This consists of only one field currently which is our vertex's `clip_position`. The `[[builtin(position)]]` bit tells WGPU that this is the value we want to use as the vertex's [clip coordinates](https://en.wikipedia.org/wiki/Clip_coordinates). This is analogous to GLSL's `gl_Position` variable.