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Issue with implementing texture array.

layout(set = 1, binding = 0) uniform texture2D u_textures[1024];

At the referenced line of fragment shader code the program crashes. If you try to comment it out the program will work perfectly, but without any textures.
In terminal I get:

    In Device::create_shader_module
      note: label = shaders/shader.frag.spv
    Type [15] '' is invalid
    Base type [13] for the array is invalid

I think that the problem is at creating the texture array bind grup and bind group layout in the referenced function:

let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {

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