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3.6 beta 1: Fixup web editor link (+ random style fix)
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@@ -15,7 +15,7 @@ In this article I'd like to discuss specifically how I faced some of the challen
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## Translation of GLSL/SPIR-V to DXIL
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Godot rendering architecture is built with the industry standard Vulkan graphics API in mind. And that's great! However, once you want to plug new rendering APIs into the engine, you'll find that some elements need to be wired in a manner that they work with the alternative API (Direct3D 12 in this case).
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Godot's rendering architecture is built with the industry standard Vulkan graphics API in mind. And that's great! However, once you want to plug new rendering APIs into the engine, you'll find that some elements need to be wired in a manner that they work with the alternative API (Direct3D 12 in this case).
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Shaders in Godot are written in its custom, very **GLSL**-like language. (The builtin shaders are already GLSL in the source code.) Shader code in this language is compiled by the engine (thanks to **glslang**) into SPIR-V, which is a well-defined format that stores the binary representation of a shader.
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@@ -17,7 +17,7 @@ The development is slower paced, as most contributors focus on the 4.x branch, w
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[Jump to the **Downloads** section.](#downloads)
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You can also [try the Web editor](https://editor.godotengine.org/releases/3.6.beta1/godot.editor.html).
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You can also [try the Web editor](https://editor.godotengine.org/releases/3.6.beta1/).
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*The illustration picture for this article is from* [**Your Only Move Is HUSTLE**](https://store.steampowered.com/app/2212330/Your_Only_Move_Is_HUSTLE/), *a tactical, turn-based and multiplayer 2D fighting game by [Ivy Sly](https://twitter.com/ivy_sly_/). You can find the game on [Steam](https://store.steampowered.com/app/2212330/Your_Only_Move_Is_HUSTLE/), follow the [game](https://twitter.com/YourMoveHUSTLE) and the [developer](https://twitter.com/ivy_sly_/) on Twitter, and find [other relevant links here](https://linktr.ee/youronlymoveishustle).*
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