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+[![Build Status](https://travis-ci.org/phaazon/glsl.svg?branch=master)](https://travis-ci.org/phaazon/glsl)
+[![crates.io](https://img.shields.io/crates/v/glsl.svg)](https://crates.io/crates/glsl)
+[![docs.rs](https://docs.rs/glsl/badge.svg)](https://docs.rs/glsl)
+![License](https://img.shields.io/badge/license-BSD3-blue.svg?style=flat)
+
+<!-- cargo-sync-readme start -->
+
+This crate is a GLSL450/GLSL460 compiler. It’s able to parse valid GLSL formatted source into
+an abstract syntax tree (AST). That AST can then be transformed into SPIR-V, your own format or
+even folded back to a raw GLSL [`String`] (think of a minifier, for instance).
+
+You’ll find several modules:
+
+ - [`parser`], which exports the parsing interface. This is the place you will get most
+ interesting types and traits, such as [`Parse`] and [`ParseError`].
+ - [`syntax`], which exports the AST and language definitions. If you look into destructuring,
+ transpiling or getting information on the GLSL code that got parsed, you will likely
+ manipulate objects which types are defined in this module.
+ - [`transpiler`], which provides you with GLSL transpilers. For instance, you will find _GLSL
+ to GLSL_ transpiler, _GLSL to SPIR-V_ transpiler, etc.
+ - [`visitor`](visitor), which gives you a way to visit AST nodes and mutate them, both with
+ inner and outer mutation.
+
+Feel free to inspect those modules for further information.
+
+# GLSL parsing and transpiling
+
+Parsing is the most common operation you will do. It is not required per-se (you can still
+create your AST by hand or use [glsl-quasiquote] to create it at compile-time by using the GLSL
+syntax directly in Rust). However, in this section, we are going to see how we can parse from a
+string to several GLSL types.
+
+## Parsing architecture
+
+Basically, the [`Parse`] trait gives you all you need to start parsing. This crate is designed
+around the concept of type-driven parsing: parsers are hidden and you just have to state what
+result type you expect.
+
+The most common type you want to parse to is [`TranslationUnit`], which represents a set of
+[`ExternalDeclaration`]s. An [`ExternalDeclaration`] is just a declaration at the top-most level
+of a shader. It can be a global, uniform declarations, vertex attributes, a function, a
+structure, etc. In that sense, a [`TranslationUnit`] is akin to a shader stage (vertex shader,
+fragment shader, etc.).
+
+You can parse any type that implements [`Parse`]. Parsers are mostly sensible to external
+blanks, which means that parsing an [`Expr`] starting with a blank will not work (this is not
+true for a [`TranslationUnit`] as it’s exceptionnally more permissive).
+
+## Parsing an expression
+
+Let’s try to parse an expression.
+
+```rust
+use glsl::parser::Parse as _;
+use glsl::syntax::Expr;
+
+let glsl = "(vec3(r, g, b) * cos(t * PI * .5)).xxz";
+let expr = Expr::parse(glsl);
+assert!(expr.is_ok());
+```
+
+Here, `expr` is an AST which type is `Result<Expr, ParseError>` that represents the GLSL
+expression `(vec3(r, g, b) * cos(t * PI * .5)).xxz`, which is an outer (scalar) multiplication
+of an RGB color by a cosine of a time, the whole thing being
+[swizzled](https://en.wikipedia.org/wiki/Swizzling_\(computer_graphics\)) with XXZ. It is your
+responsibility to check if the parsing process has succeeded.
+
+In the previous example, the GLSL string is a constant and hardcoded. It could come from a file,
+network or built on the fly, but in the case of constant GLSL code, it would be preferable not
+to parse the string at runtime, right? Well, [glsl-quasiquote] is there exactly for that. You
+can ask **rustc** to parse that string and, if the parsing has succeeded, inject the AST
+directly into your code. No [`Result`], just the pure AST. Have a look at [glsl-quasiquote] for
+further details.
+
+## Parsing a whole shader
+
+Vertex shaders, geometry shaders, fragment shaders and control and evaluation tessellation
+shaders can be parsed the same way by using one of the `TranslationUnit` or `ShaderStage` types.
+
+Here, a simple vertex shader being parsed.
+
+```rust
+use glsl::parser::Parse as _;
+use glsl::syntax::ShaderStage;
+
+let glsl = "
+ layout (location = 0) in vec3 pos;
+ layout (location = 1) in vec4 col;
+
+ out vec4 v_col;
+
+ uniform mat4 projview;
+
+ void main() {
+ v_col = col; // pass color to the next stage
+ gl_Position = projview * vec4(pos, 1.);
+ }
+";
+let stage = ShaderStage::parse(glsl);
+assert!(stage.is_ok());
+```
+
+## Visiting AST nodes
+
+The crate is also getting more and more combinators and functions to transform the AST or create
+nodes with regular Rust. The [`Visitor`] trait will be a great friend of yours when you will
+want to cope with deep mutation, filtering and validation. Have a look at the
+[`visitor`](visitor) module for a tutorial on how to use visitors.
+
+# About the GLSL versions…
+
+This crate can parse both GLSL450 and GLSL460 formatted input sources. At the language level,
+the difference between GLSL450 and GLSL460 is pretty much nothing, so both cases are covered.
+
+> If you’re wondering, the only difference between both versions is that in GLSL460, it’s
+> authorized to have semicolons (`;`) on empty lines at top-level in a shader.
+
+[glsl-quasiquote]: https://crates.io/crates/glsl-quasiquote
+[`Parse`]: crate::parser::Parse
+[`ParseError`]: crate::parser::ParseError
+[`ExternalDeclaration`]: crate::syntax::ExternalDeclaration
+[`TranslationUnit`]: crate::syntax::TranslationUnit
+[`Expr`]: crate::syntax::Expr
+[`Visitor`]: crate::visitor::Visitor
+
+<!-- cargo-sync-readme end -->