=
{
D3D11_INPUT_ELEMENT_DESC{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
D3D11_INPUT_ELEMENT_DESC{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 60, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}