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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.
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## Shaders
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These examples demonstrate how to implement different shaders in user code.
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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)
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or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
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There are also compute shaders which are used for more general processing leveraging the GPU’s parallelism.
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Example | File | Description
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--- | --- | ---
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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`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
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`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.
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`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)
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
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`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
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`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.
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | A shader that uses dynamic data like the time since startup.
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`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.
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`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | A shader that reads a mesh's custom vertex attribute.
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`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).
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call.
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`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | A shader and a material that uses it.
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`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language.
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`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.
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## Stress Tests
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//! Shows how to pass changing data like the time since startup into a shader, using a custom
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//! specialized pipeline.
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//! A shader that uses dynamic data like the time since startup.
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//!
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//! This example uses a specialized pipeline.
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use bevy::{
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core_pipeline::Transparent3d,
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//! A compute shader simulating Conway's Game of Life.
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//! A compute shader that simulates Conway's Game of Life.
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//!
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//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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//! is rendered to the screen.
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//! Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
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//! A shader that reads a mesh's custom vertex attribute.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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//! Demonstrates creating a custom material that uses "shaders defs", a tool that enables
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//! conditional compilation in shaders.
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//! A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
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use bevy::{
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core_pipeline::Transparent3d,
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//! A custom shader showing off rendering a mesh multiple times in one draw call.
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//! A shader that renders a mesh multiple times in one draw call.
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use bevy::{
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core_pipeline::Transparent3d,
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//! Illustrates creating a custom material and a shader that uses it.
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//! A shader and a material that uses it.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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//! A custom shader using the GLSL shading language.
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//! A shader that uses the GLSL shading language.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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//! A custom shader sampling a texture with view-independent UV coordinates.
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//! A shader that samples a texture with view-independent UV coordinates.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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