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chore: readme updates
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alphastrata committed Jan 21, 2024
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<center>artwork by Maz with SD</center>

[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-main-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
[![bevy tracking](https://img.shields.io/badge/bevy%20tracking-main-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)

<!-- Badges to insert at some stage...
[![docs.rs](https://docs.rs/shadplay/badge.svg)](https://docs.rs/shadplay) SOME DAY...
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## Our [bevy-shader-cheatsheet](bevy-shaders-cheatsheet.md#Contents)

Shadplay is an app designed to help you learn `wgsl` with minimal friction, specifically for those wanting to learn `wgsl` to write shaders for Bevy.
The idea is to give one the minimal amount of bevy boilerplate etc possible to get started writing `wgsl` asap, and provide a library of examples showing how some things are done, can be done etc.
Shadplay is an app designed to help you learn `wgsl` with minimal friction, specifically for those wanting to learn `wgsl` to write shaders for bevy.
The idea is to give one the minimal amount of bevy boilerplate etc., possible to get started writing \`wgsl\` ASAP, and provide a library of examples showing how some things are done, can be done etc.

A secondary goal is to flesh out a relatively comprehensive 'port' of existing cool shader work from places like shadertoy etc -- because there's a few 'gotchas' around the differences in `glsl` and `wgsl` syntax, their respective builtins.

A tertiary goal is to surface the builtins/existing library code that Bevy's codebase provides.
A tertiary goal is to surface the builtins/existing library code that bevy's codebase provides.

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## Features

- A large collection of example shaders illustrating creative and educational uses. `assets/shaders/yourshadergoeshere.wgsl` specifically focusing on `wgsl`.
- Live preview of shader code on Bevy mesh geometry.
- Live preview of shader code on bevy mesh geometry.
- Textures, see `assets/shaders/howto-texture.wgsl`.
- Drag and drop `.png` or `.jpg` files onto the window to use as said textures.
- Mouse coords over a `uniform`, see `assets/shaders/howto-mouse.wgsl`.
- Colour picker with system copy so that you get an immediate `vecf3(r, g, b)` immediately available for quick pasta action.
- Drag and drop (valid `wgsl`) shaders onto the app.
- Scripts to format your `wgsl` work, so it looks more rusty.
- Scripts to pull _all_ the functions from the bevy codebase's shader code so you can easily lookup what's available for import.
- Scripts to search the bevy sourcecode (opening your browser) for specific keywords.
- Scripts to search the bevy source code (opening your browser) for specific keywords.
- Automatic recompilation and update of shaders upon saving changes in your editor.
- Quick iteration and experimentation with `wgsl` shader code.
- Transparent background, with always-on-top (so you can have it on top of your editor, most OSes should be supported).
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| <kbd>r</kbd> | Toggle Rotating shape (3d only) |
| <kbd>spacebar</kbd> | Takes a screenshot && versions the current `.wgsl` |
| <kbd>0</kbd> | Select the `texture` at index 0 |
| <kbd>1</kbd> | Select the `texture` at index 1 (assuming you drag-n-dropped a tex onto shadplay) |
| <kbd>1</kbd> | Select the `texture` at index 1 (assuming you drag-n-dropped a texture onto Shadplay) |
| <kbd>2</kbd> | Select the `texture` at index 2 |
| <kbd>3</kbd> | Select the `texture` at index 3 |
| <kbd>4</kbd> | Select the `texture` at index 4 |
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Q: I grabbed a shader from the examples, but it's not working!
A: It could be that the shader was contributed some time ago and was, likely made with a bevy version \< 0.12.x so it's likely a formatting thing -- if the naga (the thing which parses and compiles the .wgsl code) error doesn't tell you how to solve the issue please make a bug report and we'll try to get it updated!

Q: What version of bevy are you targeting?
Q: What version of bevy are you targeting??
A: `{version = "*"}`

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