# 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)