@@ -113,7 +113,7 @@ Some of the new features include:
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- A better data model for meshes, based on groups and channels.
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- Game engine integration with Godot, more engines coming soon.
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- Introduce Lua as an extension language.
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- - Add * many * new nodes: Extrude along curve, Copy to points...
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+ - Add _ many _ new nodes: Extrude along curve, Copy to points...
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- Add experimental support for L-Systems.
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- Reworked Look & Feel
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@@ -125,6 +125,29 @@ post on the Discussion boards!
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[ Blackjack ] : https://github.com/setzer22/blackjack
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[ blackjack-talk-yt ] : https://onrendering.com/data/papers/catmark/HalfedgeCatmullClark.pdf
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+ ### [ bevy_shadertoy_wgsl] and [ GLSL2WGSL]
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+
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+ ![ Shaders courtesy of @leondenise .] ( shadertoy_wgsl_leon.gif )
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+
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+ [ bevy_shadertoy_wgsl] is a [ Shadertoy] clone for the Bevy game engine,
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+ where the GLSL shader language is replaced by WGSL. It already comes
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+ with a dozen examples and plenty more to go. Feel free to add your own
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+ shaders to the list!
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+
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+ Plus, you can now migrate your shaders from GLSL to WGSL using [ GLSL2WGSL] , a
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+ translator tool that should help you with the vast majority of the code.
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+ The above GIF showcases the new additions to the examples for
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+ [ bevy_shadertoy_wgsl] : two shaders originally written in [ Shadertoy] by
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+ [ @leondenise ] , and translated to WGSL with the help of [ GLSL2WGSL] .
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+ The first part is a reproduction of Joe Gardner from the movie Soul,
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+ and the second part is a lightweight fluid shader.
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+
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+ [ bevy_shadertoy_wgsl ] : https://github.com/eliotbo/bevy_shadertoy_wgsl
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+ [ Shadertoy ] : https://www.shadertoy.com
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+ [ GLSL2WGSL ] : https://eliotbo.github.io/glsl2wgsl/
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+ [ @leondenise ] : https://twitter.com/leondenise
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+
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## Library Updates
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### [ hecs]
@@ -133,7 +156,7 @@ post on the Discussion boards!
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[ Version 0.8] [ hecs-changelog ] marks a breaking change to most methods that
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previously took a generic type parameter ` T: Component ` , replacing them with
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- methods taking type parameters which must be * references to * component types
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+ methods taking type parameters which must be _ references to _ component types
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instead. This resolves a long-standing footgun where users accustomed to writing
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` &T ` in queries might write ` world.get::<&T> ` , interpreted by rustc as
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referencing the valid component type ` &'static T ` , resulting in code that
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