> ## Documentation Index
> Fetch the complete documentation index at: https://rive-docs-scripting-mesh-buffers.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# BindGroupLayoutDesc

Descriptor for creating a GPUBindGroupLayout. Always derived from a
shader — the binding map walks shader → kind / visibility / texture
metadata / native slots so callers don't have to know any of them.

## Fields

### `shader`

Source shader. Layouts cannot be built without one.

### `fragment`

Fragment Shader, when the pipeline this layout serves takes its two
stages from different files. Its bindings and slots live only in its
own map, so a layout built without it cannot resolve them.

### `groupIndex`

WGSL `@group(N)` this layout describes. Valid range \[0, 4).

### `dynamicUBOs`

WGSL @binding values whose UBO entries should set hasDynamicOffset.

### `label`
