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Chore: Update pull request template for clarity and structure
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### PR Description | ||
<!-- Provide a brief summary of the changes you have made. Explain the purpose and motivation behind these changes. --> | ||
<!-- | ||
Hey there! Thanks for opening a PR. | ||
This file is a template for pull requests. | ||
The comments (in <!-- -\->) are only visible in the raw markdown, | ||
so they won't show up in the final PR description. | ||
Fill out each section briefly. Keep it simple. | ||
--> | ||
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### Summary | ||
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<!-- | ||
Short and to the point: What does this PR do and why? | ||
Example: "Adds Perlin noise to the fragment shader to generate a swirl effect." | ||
--> | ||
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### Related Issue | ||
<!-- Link to the related issue(s) that this PR addresses. Example: #123 --> | ||
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### shader Sample | ||
<!-- Provide a shader sample or snippet on which you have tested your changes. like | ||
```crossgl | ||
shader PerlinNoise { | ||
vertex { | ||
input vec3 position; | ||
output vec2 vUV; | ||
void main() { | ||
vUV = position.xy * 10.0; | ||
gl_Position = vec4(position, 1.0); | ||
} | ||
} | ||
// Perlin Noise Function | ||
float perlinNoise(vec2 p) { | ||
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); | ||
} | ||
// Fragment Shader | ||
fragment { | ||
input vec2 vUV; | ||
output vec4 fragColor; | ||
void main() { | ||
float noise = perlinNoise(vUV); | ||
float height = noise * 10.0; | ||
vec3 color = vec3(height / 10.0, 1.0 - height / 10.0, 0.0); | ||
fragColor = vec4(color, 1.0); | ||
} | ||
} | ||
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<!-- | ||
If this PR addresses an open issue, use a phrase like: | ||
closes #123 | ||
fixes #123 | ||
resolves #123 | ||
That way, GitHub links the issue to this PR and closes it automatically on merge. | ||
If it’s not fixing a specific issue, say so. | ||
--> | ||
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### Changes | ||
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<!-- | ||
List the core changes. | ||
Example: | ||
- Implemented `perlinNoise()` in the fragment shader. | ||
- Tweaked the color output to highlight the noise value. | ||
--> | ||
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### Shader Sample (Optional) | ||
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<!-- | ||
If you're touching shader code, provide a short snippet | ||
to show how you've tested or integrated these changes. | ||
Example: | ||
\`\`\`crossgl | ||
shader ExampleShader { | ||
// ... | ||
} | ||
```--> | ||
\`\`\` | ||
--> | ||
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### Testing | ||
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<!-- | ||
Tell us how you tested your changes. | ||
- Did you run existing tests? | ||
- Add any new tests? | ||
- Manually tested in a local environment? | ||
--> | ||
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### Checklist | ||
- [ ] Have you added the necessary tests? | ||
- [ ] Only modified the files mentioned in the related issue(s)? | ||
- [ ] Are all tests passing? | ||
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<!-- | ||
Check off each item as you go. | ||
Feel free to add or remove items that fit your repo's workflow. | ||
--> | ||
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- [ ] Tests cover new or changed code (or reason why not) | ||
- [ ] Linked the issue with a closing keyword (if applicable) | ||
- [ ] Only touched files related to the issue | ||
- [ ] Everything builds and runs locally |