AdvancedReadonlygroupThe bind group the texture goes in
ReadonlyslotName of the binding the texture goes in
Optional ReadonlystyleName of the binding the texture's own sampler goes in; leave it out to bind a sampler of your own. A depth texture has none, and PassBuilder#sample throws if it's set.
Where PassBuilder#sample puts a texture: a binding in a bind group, and optionally one beside it for the texture's sampler
The graph writes the frame's texture into the binding before the pass renders. Make one for each input in a bind group the pass owns, or use one of PassBuilder#globalTextureBindings.
slotandstyleSlotare binding names the pass's shader declares; pixi matches them by name, so their order in the group doesn't matter.Example