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N36: Creating mountains and what's in a shader (#1108)
Co-authored-by: Joe Clay <27cupsofcoffee@gmail.com>
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content/news/036/index.md

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@@ -152,6 +152,35 @@ crate to do breadth-first, Dijkstra's, and A* search. It links to the
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[gregstoll/rust-pathfinding](https://github.com/gregstoll/rust-pathfinding)
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repo which has working code for all of these.
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### [Creating mountains from planes with vertex shaders and Bevy][chrisbiscardi-vid1]
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[![vertex shaders example](creating-mountains-from-planes-with-vertex-shaders-and-bevy.png)][chrisbiscardi-vid1]
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_Creating mountains from planes with vertex shaders and Bevy_
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[@chrisbiscardi] published a [video][chrisbiscardi-vid1]
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about using the new Material shader APIs in Bevy 0.8 to transform the
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vertex positions in a custom mesh plane using a vertex shader.
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_Discussions: [Twitter](https://twitter.com/chrisbiscardi/status/1549089599971938304)_
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[chrisbiscardi-vid1]: https://youtube.com/watch?v=85uJc81SQZ4
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[@chrisbiscardi]: https://twitter.com/chrisbiscardi
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### [What's in a wgsl fragment shader? ft Bevy][chrisbiscardi-vid2]
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[![vertex shaders example](creating-mountains-from-planes-with-vertex-shaders-and-bevy.png)][chrisbiscardi-vid2]
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_What's in a wgsl fragment shader? ft Bevy_
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[@chrisbiscardi] published a [video][chrisbiscardi-vid2]
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that introduces the new Material APIs in Bevy 0.8. It covers AsBindGroup,
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uniforms, and using Perlin Noise in a fragment shader to render different
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colors onto a cube in a variety of ways.
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_Discussions: [Twitter](https://twitter.com/chrisbiscardi/status/1546909993726726144)_
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[chrisbiscardi-vid2]: https://youtube.com/watch?v=SOOOc9-joVo
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[@chrisbiscardi]: https://twitter.com/chrisbiscardi
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## Tooling Updates
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### [Blackjack]
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