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Welcome back to the Learn Wgpu tutorial series. Today, weamp;#39;re gonna be talking about textures and bind groups. So weamp;#39;ve already talked about bind groups a little bit in the past in in previous videos. Today, weamp;#39;re gonna talk about getting images or textures that we can map onto the triangles that weamp;#39;re painting on the screen. Because this is typically the way that you get higher resolution or really nice looking games. The tutorial talks a little bit about the various kinds of textures or images that we can have. For example, there are normal maps or maps that control how light glance off a texture. So we donamp;#39;t just have to have an image on a flat plane, we can have an image on a flat plane that affects the rendering of light that hits it from our scene. In this tutorial, weamp;#39;re gonna talk about diffuse maps There is also a similar concept called A or a l b e d o. My understanding is that older models use diffuse maps, which try to include