s: [
      { binding: 0, resource: { buffer: uniformBuffer }},
    ],
  });

  const { vertexData, numVertices } = createFVertices();
  const vertexBuffer = device.createBuffer({
    label: 'vertex buffer vertices',
    size: vertexData.byteLength,
    usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
  });
  device.queue.writeBuffer(vertexBuffer, 0, vertexData);

  const renderPassDescriptor = {
    label: 'our basic canvas renderPass',
    colorAttachments: [
      {
        // view: <- to be filled