Binds texture-sampler pairs for use on the vertex shader.
Defined in <SDL3/SDL_gpu.h>
void SDL_BindGPUVertexSamplers(
    SDL_GPURenderPass *render_pass,
    Uint32 first_slot,
    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
    Uint32 num_bindings);| SDL_GPURenderPass * | render_pass | a render pass handle. | 
| Uint32 | first_slot | the vertex sampler slot to begin binding from. | 
| const SDL_GPUTextureSamplerBinding * | texture_sampler_bindings | an array of texture-sampler binding structs. | 
| Uint32 | num_bindings | the number of texture-sampler pairs to bind from the array. | 
The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
This function is available since SDL 3.2.0.