@ -165,35 +165,30 @@ All these different resources are nice and all, but they don't do us much good i
A `BindGroup` describes a set of resources and how they can be accessed by a shader. We create a `BindGroup` using a `BindGroupLayout`. Let's make one of those first.
```rust
let texture_bind_group_layout = device.create_bind_group_layout(
Our `texture_bind_group_layout` has two entries: one for a sampled texture at binding 0, and one for a sampler at binding 1. Both of these bindings are visible only to the fragment shader as specified by `FRAGMENT`. The possible values for this field are any bitwise combination of `NONE`, `VERTEX`, `FRAGMENT`, or `COMPUTE`. Most of the time we'll only use `FRAGMENT` for textures and samplers, but it's good to know what else is available.