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README.md

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[![Documentation](https://img.shields.io/badge/docs-API-blue)](https://bevy-rust-gpu.github.io/bevy-rust-gpu/bevy_rust_gpu/)
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A set of bevy plugins supporting the use of [`rust-gpu`](https://github.com/EmbarkStudios/rust-gpu) shader crates.
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A bevy plugin supporting the use of [`rust-gpu`](https://github.com/EmbarkStudios/rust-gpu) shader crates.
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Part of the [Bevy Rust-GPU](https://github.com/Bevy-Rust-GPU) suite.
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Features include hot-reloading with metadata-based entrypoint validation, and hot-recompiling via runtime export of active entrypoints.
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![Hot-rebuild workflow](https://github.com/Bevy-Rust-GPU/bevy-rust-gpu/blob/static-assets/hot-rebuild-workflow.gif?raw=true)
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</div>
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## Current Status 🚧
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`bevy-rust-gpu` relies on [`rust-gpu`](https://github.com/EmbarkStudios/rust-gpu), which is in active development.
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As such, its use implies all the caveats of the above, plus the following:
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* [Using SPIR-V in a bevy `Material` requires a custom `bevy` fork](https://github.com/Bevy-Rust-GPU/bevy-rust-gpu/issues/12)
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* [Storage buffers are currently unsupported](https://github.com/Bevy-Rust-GPU/bevy-rust-gpu/issues/13)
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Beyond that, `bevy-rust-gpu` is also in active development, but has a low user-facing API footprint.
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Major changes will be driven by development in the upstream `bevy` and `rust-gpu` crates.
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Currently, none of the [Bevy Rust-GPU](https://github.com/Bevy-Rust-GPU) crates are published on crates.io;
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this may change as and when the major caveats are solved, but in the meantime will be hosted on github and versioned via tag.
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## Usage
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First, implement a `Material` type to describe your material's bind group layout and pipeline specialization.

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