# SDL_BindGPUFragmentStorageTextures Binds storage textures for use on the fragment shader. ## Header File Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c void SDL_BindGPUFragmentStorageTextures( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings); ``` ## Function Parameters | | | | | ----------------------------------------- | -------------------- | -------------------------------------------------------- | | [SDL_GPURenderPass](SDL_GPURenderPass) * | **render_pass** | a render pass handle. | | [Uint32](Uint32) | **first_slot** | the fragment storage texture slot to begin binding from. | | [SDL_GPUTexture](SDL_GPUTexture) *const * | **storage_textures** | an array of storage textures. | | [Uint32](Uint32) | **num_bindings** | the number of storage textures to bind from the array. | ## Remarks These textures must have been created with [SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ](SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ). Be sure your shader is set up according to the requirements documented in [SDL_CreateGPUShader](SDL_CreateGPUShader)(). ## Version This function is available since SDL 3.2.0. ## See Also - [SDL_CreateGPUShader](SDL_CreateGPUShader) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)