You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: blit.rs
    path of file: ./repos/veloren/voxygen/src/render/pipelines
    
    the code of the file until where you have to start completion: pub struct BindGroup {
    pub(in super::super) bind_group: wgpu::BindGroup,
}

pub struct BlitLayout {
    pub layout: wgpu::BindGroupLayout,
}

impl BlitLayout {
    pub fn new(device: &wgpu::Device) -> Self {
        Self {
            layout: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: None,
                entries: &[
                    // Color source
                    wgpu::BindGroupLayoutEntry {
                        binding: 0,
                        visibility: wgpu::ShaderStages::FRAGMENT,
                        ty: wgpu::BindingType::Texture {
                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
                            view_dimension: wgpu::TextureViewDimension::D2,
                     
    
    pub fn new(device: &wgpu::Device) -> Self {
        Self {
            layout: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: None,
                entries: &[
                    // Color source
                    wgpu::BindGroupLayoutEntry {
                        binding: 0,
                        visibility: wgpu::ShaderStages::FRAGMENT,
                        ty: wgpu::BindingType::Texture {
                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
                            view_dimension: wgpu::TextureViewDimension::D2,
                            multisampled: false,
                        },
                        count: None,
                    },
                    wgpu::BindGroupLayoutEntry {
                        binding: 1,
                        visibility: wgpu::ShaderStages::FRAGMENT,
                        ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                        count: None,
                    },
                ],
            }),
        }
    }