Animated normals (after bones transformations)
Animated vertex positions (after bones transformations)
Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
Vertex bone weight, up to 4 bones influence by vertex (skinning)
Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
Vertex indices (in case vertex data comes indexed)
Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
Number of triangles stored (indexed or not)
OpenGL Vertex Array Object id
OpenGL Vertex Buffer Objects id (default vertex data)
Number of vertices stored in arrays
Vertex position (XYZ - 3 components per vertex) (shader-location = 0)