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Commit 31ce032

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added bevy_shadertoy_wgsl
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‎content/news/036/index.md

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@@ -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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[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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![Shaders courtesy of @leondenise.](shadertoy_wgsl_leon.gif)
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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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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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[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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## Library Updates
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### [hecs]
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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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