There seems to be some problem with multiple vertex buffers at 37:25 in the video. The vertex input in the shader does not specify the binding and the default value is 0. Therefore, the binding corresponding to in_position, in_tex_coord, and in_normal in the Vulkan code should all be 0 instead of 0, 1, and 2.
Vertex inputs don't allow specifying a binding id in the shader code, just location. The binding id in the VkVertexInputAttributeDescription struct you are refering to is connected to the order of vertex buffers that are bound. The location id in this struct is linked to the vertex input locations in the vertex shader code.
We've tried to post the links here several times, but RU-vid keeps removing them. Also the instructions of how to find them on the internet are getting removed. We'll try to get the links added to the video description.