shader examples wording coherence (#4810)

# Objective

I noticed different examples descriptions were not using the same structure:
![different_wordings_examples](https://user-images.githubusercontent.com/2290685/169487055-ab76743e-3400-486f-b672-e8f60455b8e4.png)

This results in sentences that a reader has to read differently each time, which might result in information being hard to find, especially foreign language users.

Original discord discussion: https://discord.com/channels/691052431525675048/976846499889705020

## Solution

- Use less different words, similar structure and being straight to the point.

---

## Changelog

- Examples descriptions more accessible.
This commit is contained in:
Thierry Berger 2022-05-30 15:57:25 +00:00
parent 09a3d8abe0
commit deeaf64897
9 changed files with 25 additions and 18 deletions

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@ -239,16 +239,23 @@ Example | File | Description
## Shaders
These examples demonstrate how to implement different shaders in user code.
A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader)
or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
There are also compute shaders which are used for more general processing leveraging the GPUs parallelism.
Example | File | Description
--- | --- | ---
`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
`compute_shader_game_of_life` | [`shader/compute_shader_game_of_life.rs`](./shader/compute_shader_game_of_life.rs) | A compute shader simulating Conway's Game of Life
`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
`shader_material_screenspace_texture` | [`shader/shader_material_screenspace_texture.rs`](./shader/shader_material_screenspace_texture.rs) | A custom shader sampling a texture with view-independent UV coordinates.
`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | A shader that uses dynamic data like the time since startup.
`compute_shader_game_of_life` | [`shader/compute_shader_game_of_life.rs`](./shader/compute_shader_game_of_life.rs) | A compute shader that simulates Conway's Game of Life.
`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | A shader that reads a mesh's custom vertex attribute.
`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader).
`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call.
`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | A shader and a material that uses it.
`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language.
`shader_material_screenspace_texture` | [`shader/shader_material_screenspace_texture.rs`](./shader/shader_material_screenspace_texture.rs) | A shader that samples a texture with view-independent UV coordinates.
## Stress Tests

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@ -1,5 +1,6 @@
//! Shows how to pass changing data like the time since startup into a shader, using a custom
//! specialized pipeline.
//! A shader that uses dynamic data like the time since startup.
//!
//! This example uses a specialized pipeline.
use bevy::{
core_pipeline::Transparent3d,

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@ -1,4 +1,4 @@
//! A compute shader simulating Conway's Game of Life.
//! A compute shader that simulates Conway's Game of Life.
//!
//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
//! is rendered to the screen.

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@ -1,4 +1,4 @@
//! Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
//! A shader that reads a mesh's custom vertex attribute.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},

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@ -1,5 +1,4 @@
//! Demonstrates creating a custom material that uses "shaders defs", a tool that enables
//! conditional compilation in shaders.
//! A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
use bevy::{
core_pipeline::Transparent3d,

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@ -1,4 +1,4 @@
//! A custom shader showing off rendering a mesh multiple times in one draw call.
//! A shader that renders a mesh multiple times in one draw call.
use bevy::{
core_pipeline::Transparent3d,

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@ -1,4 +1,4 @@
//! Illustrates creating a custom material and a shader that uses it.
//! A shader and a material that uses it.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},

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@ -1,4 +1,4 @@
//! A custom shader using the GLSL shading language.
//! A shader that uses the GLSL shading language.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},

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@ -1,4 +1,4 @@
//! A custom shader sampling a texture with view-independent UV coordinates.
//! A shader that samples a texture with view-independent UV coordinates.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},