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: mod.rs
    path of file: ./repos/noxfutura/src/modes/playgame/render/passes/terrain_pass
    
    the code of the file until where you have to start completion: use crate::modes::playgame::{Camera, CameraUniform, Chunks, DesignMode, GBuffer, RunState};
use bengine::*;
mod terrain_textures;
use terrain_textures::TerrainTextures;

pub struct TerrainPass {
    pipeline: gpu::RenderPipeline,
    bind_group: gpu::BindGroup,
    palette_bind_group: gpu::BindGroup,
    pub uniforms: CameraUniform,
    pub camera: Camera,
    terrain_textures: TerrainTextures,
}

impl TerrainPass {
    pub fn new(palette: &Palette) -> Self {
        let terrain_textures = TerrainTextures::new();

        let (terrain_vert, terrain_frag) = helpers::shader_from_bytes(
            bengine::gpu::include_spirv!("terrain.vert.spv"),
            bengine::gpu::include_spirv!("terrain.frag.spv"),
        );

        let dl = RENDER_CONTEXT.read();
        let ctx = dl.as_ref().unwrap();
        let size = ctx.size;
        let mut camera = Camera::new(size.width, size.height);

        let mut uniforms = CameraUniform::new();
        uniforms.update_view_proj(&mut camera);

        let buffer_template = FloatBuffer::<f32>::new(
            &[3, 2, 1, 1, 1],
            1,
            gpu::BufferUsage::VERTEX | gpu::BufferUsage::COPY_DST,
        );

        let bind_group_layout =
            ctx.device
                .create_bind_group_layout(&gpu::BindGroupLayoutDescriptor {
                    label: None,
                    entries: &[gpu::BindGroupLayoutEntry {
                        binding: 0,
                        visibility: gpu::ShaderStage::VERTEX,
                        ty: gpu::BindingType::UniformBuffer {
                            dynamic: false,
                            min_binding_size: gpu::BufferSize::new(64),
                        },
                        count: None,
                    }],
                });

        let bind_group = ctx.device.create_bind_group(&gpu::BindGroupDescriptor {
            label: None,
            layout: &bind_group_layout,
            entries: &[gpu::BindGroupEntry {
                binding: 0,
                resource: gpu::BindingResource::Buffer(uniforms.uniform_buffer.slice(..)),
            }],
        });
        let palette_bind_group = ctx.device.create_bind_group(&gpu::BindGroupDescriptor {
            label: None,
            layout: &palette.bind_group_layout,
            entries: &[gpu::BindGroupEntry {
                binding: 0,
                resource: gpu::BindingResource::Buffer(palette.palette_buf.slice(..)),
            }],
        });
        let pipeline_layout = ctx
            .device
            .create_pipeline_layout(&gpu::PipelineLayoutDescriptor {
                label: None,
                bind_group_layouts: &[
             
    
    pub fn render(&self, _core: &Core, chunks: &Chunks, camera_z: i32, gbuffer: &GBuffer, mode: &RunState) {
        let dl = RENDER_CONTEXT.read();
        let ctx = dl.as_ref().unwrap();
        let tlock = TEXTURES.read();

        let mut encoder = ctx
            .device
            .create_command_encoder(&gpu::CommandEncoderDescriptor { label: None });

        {
            let mut rpass = encoder.begin_render_pass(&gpu::RenderPassDescriptor {
                color_attachments: &[
                    // Albedo
                    gpu::RenderPassColorAttachmentDescriptor {
                        attachment: &gbuffer.albedo.view,
                        resolve_target: None,
                        ops: gpu::Operations {
                            load: gpu::LoadOp::Clear(gpu::Color::BLACK),
                            store: true,
                        },
                    },
                    // Normal
                    gpu::RenderPassColorAttachmentDescriptor {
                        attachment: &gbuffer.normal.view,
                        resolve_target: None,
                        ops: gpu::Operations {
                            load: gpu::LoadOp::Clear(gpu::Color::BLACK),
                            store: true,
                        },
                    },
                    // Coords
                    gpu::RenderPassColorAttachmentDescriptor {
                        attachment: &gbuffer.coords.view,
                        resolve_target: None,
                        ops: gpu::Operations {
                            load: gpu::LoadOp::Clear(gpu::Color::BLACK),
                            store: true,
                        },
                    },
                ],
                depth_stencil_attachment: Some(gpu::RenderPassDepthStencilAttachmentDescriptor {
                    attachment: tlock.get_view(0),
                    depth_ops: Some(gpu::Operations {
                        load: gpu::LoadOp::Clear(1.0),
                        store: true,
                    }),
                    stencil_ops: None,
                }),
            });

            rpass.set_pipeline(&self.pipeline);
            rpass.set_bind_group(0, &self.bind_group, &[]);
            rpass.set_bind_group(1, &self.palette_bind_group, &[]);
            rpass.set_bind_group(2, &self.terrain_textures.bind_group, &[]);

            match mode {
                RunState::Design { .. }
                => {
                    for chunk in chunks.visible_chunks() {
                        let buffer = chunk.maybe_render_chunk_design(camera_z);
                        if let Some((buffer, start, end)) = buffer {
                            rpass.set_vertex_buffer(0, buffer.slice());
                            rpass.draw(start..end, 0..1);
                        }
                    }
                }
                _ => {
                    for chunk in chunks.visible_chunks() {
                        let buffer = chunk.maybe_render_chunk_floors(camera_z);
                        if let Some(buffer) = buffer {
                            rpass.set_vertex_buffer(0, buffer.0.slice());
                            rpass.draw(0..buffer.1, 0..1);
                        }

                        let buffer = chunk.maybe_render_chunk(camera_z);
                        if let Some(buffer) = buffer {
                            rpass.set_vertex_buffer(0, buffer.0.slice());
                            rpass.draw(0..buffer.1, 0..1);
                        }
                    }
                }
            }
        }
        ctx.queue.submit(Some(encoder.finish()));
    }