# SDL_BindGPUFragmentSamplers
Binds texture-sampler pairs 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_BindGPUFragmentSamplers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings);
```
## Function Parameters
| | | |
| -------------------------------------------------------------------- | ---------------------------- | ----------------------------------------------------------- |
| [SDL_GPURenderPass](SDL_GPURenderPass) * | **render_pass** | a render pass handle. |
| [Uint32](Uint32) | **first_slot** | the fragment sampler slot to begin binding from. |
| const [SDL_GPUTextureSamplerBinding](SDL_GPUTextureSamplerBinding) * | **texture_sampler_bindings** | an array of texture-sampler binding structs. |
| [Uint32](Uint32) | **num_bindings** | the number of texture-sampler pairs to bind from the array. |
## Remarks
The textures must have been created with
[SDL_GPU_TEXTUREUSAGE_SAMPLER](SDL_GPU_TEXTUREUSAGE_SAMPLER).
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)