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