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N36: Creating mountains and what's in a shader #1108

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29 changes: 29 additions & 0 deletions content/news/036/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -152,6 +152,35 @@ crate to do breadth-first, Dijkstra's, and A* search. It links to the
[gregstoll/rust-pathfinding](https://github.com/gregstoll/rust-pathfinding)
repo which has working code for all of these.

### [Creating mountains from planes with vertex shaders and Bevy][chrisbiscardi-vid1]

[![vertex shaders example](creating-mountains-from-planes-with-vertex-shaders-and-bevy.png)][chrisbiscardi-vid1]
_Creating mountains from planes with vertex shaders and Bevy_

[@chrisbiscardi] published a [video][chrisbiscardi-vid1]
about using the new Material shader APIs in Bevy 0.8 to transform the
vertex positions in a custom mesh plane using a vertex shader.

_Discussions: [Twitter](https://twitter.com/chrisbiscardi/status/1549089599971938304)_

[chrisbiscardi-vid1]: https://youtube.com/watch?v=85uJc81SQZ4
[@chrisbiscardi]: https://twitter.com/chrisbiscardi

### [What's in a wgsl fragment shader? ft Bevy][chrisbiscardi-vid2]

[![vertex shaders example](creating-mountains-from-planes-with-vertex-shaders-and-bevy.png)][chrisbiscardi-vid2]
_What's in a wgsl fragment shader? ft Bevy_

[@chrisbiscardi] published a [video][chrisbiscardi-vid2]
that introduces the new Material APIs in Bevy 0.8. It covers AsBindGroup,
uniforms, and using Perlin Noise in a fragment shader to render different
colors onto a cube in a variety of ways.

_Discussions: [Twitter](https://twitter.com/chrisbiscardi/status/1546909993726726144)_

[chrisbiscardi-vid2]: https://youtube.com/watch?v=SOOOc9-joVo
[@chrisbiscardi]: https://twitter.com/chrisbiscardi

## Tooling Updates

### [Blackjack]
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