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doc: Add badges.
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shanecelis committed Dec 16, 2023
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3 changes: 3 additions & 0 deletions Cargo.toml
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Expand Up @@ -12,3 +12,6 @@ keywords = ["gamedev", "bevy", "shaders", "graphics"]

[dependencies]
bevy = "0.12.1"

[badges.maintenance]
status = "actively-developed"
10 changes: 7 additions & 3 deletions README.md
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@@ -1,8 +1,12 @@
# bevy_video_glitch
![Maintenance](https://img.shields.io/badge/maintenance-actively--developed-brightgreen.svg)
[![CI](https://github.com/shanecelis/bevy_video_glitch/actions/workflows/main.yml/badge.svg)](https://github.com/shanecelis/bevy_video_glitch/actions)
[![crates-io](https://img.shields.io/crates/v/bevy_video_glitch.svg)](https://crates.io/crates/bevy_video_glitch)
[![api-docs](https://docs.rs/bevy_video_glitch/badge.svg)](https://docs.rs/bevy_video_glitch)

This crate provides a post processing video glitch effect for the [bevy game engine](https://bevyengine.org).

https://github.com/shanecelis/bevy_video_glitch/assets/54390/95100192-b1eb-4797-bce7-0c71b4f842f4
![Cube example](https://github.com/shanecelis/bevy_video_glitch/assets/54390/95100192-b1eb-4797-bce7-0c71b4f842f4)

# Install

Expand All @@ -14,7 +18,7 @@ cargo add bevy_video_glitch

## Add plugin to app
``` rust
app.add_plugins(VideoGlitchPlugin)
app.add_plugins(bevy_video_glitch::VideoGlitchPlugin)
```

## Add settings to camera
Expand All @@ -23,7 +27,7 @@ app.add_plugins(VideoGlitchPlugin)
commands.spawn((
Camera3dBundle::default(),
// This component is also used to determine on which camera to run the post processing effect.
VideoGlitchSettings {
bevy_video_glitch::VideoGlitchSettings {
intensity: 1.0,
color_aberration: Mat3::IDENTITY
},
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9 changes: 2 additions & 7 deletions src/lib.rs
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@@ -1,10 +1,5 @@
//! This example shows how to create a custom render pass that runs after the main pass
//! and reads the texture generated by the main pass.
//!
//! The example shader is a very simple implementation of chromatic aberration.
//!
//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu.

#![doc(html_root_url = "https://docs.rs/bevy_video_glitch/0.1.0")]
#![doc = include_str!("../README.md")]
use bevy::{
asset::load_internal_asset,
core_pipeline::{core_3d, fullscreen_vertex_shader::fullscreen_shader_vertex_state},
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