###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_BindGPUFragmentSamplers Binds texture-sampler pairs for use on the fragment shader. ## Header File Defined in [](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). ## Version This function is available since SDL 3.1.3. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)