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+//! 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
+
+#[cfg(test)]
+mod parse_tests;
+pub mod parser;
+mod parsers;
+pub mod syntax;
+pub mod transpiler;
+pub mod visitor;