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Enhance README with badges and updated descriptions [skip ci]
Added badges for build status, license, and maturity to README.md. Updated description for ObjectivelyGPU and clarified shadercross usage.
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README.md

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# ObjectivelyGPU
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[![Build](https://github.com/jdolan/ObjectivelyGPU/actions/workflows/build.yml/badge.svg)](https://github.com/jdolan/ObjectivelyGPU/actions/workflows/build.yml)
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[![Zlib License](https://img.shields.io/badge/license-Zlib-brightgreen.svg)](https://opensource.org/licenses/Zlib)
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![Beta](https://img.shields.io/badge/maturity-beta-yellow.svg)
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## Object oriented framework for modern cross-platform graphics with SDL3 and GNU C
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# ObjectivelyGPU
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Object oriented framework for modern cross-platform graphics with SDL3 and C.
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ObjectivelyGL is a cross-platform graphics framework for [SDL3](https://wiki.libsdl.org/SDL3/CategoryGPU). It is built on [Objectively](https://github.com/jdolan/Objectively), written in GNU C, and requires gcc or clang.
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Zlib [license](./COPYING).
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## Dependencies
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* **GLSL** (Vulkan 4.5) is the source language for all shaders
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* **glslc** (from [shaderc](https://github.com/google/shaderc)) compiles GLSL to SPIR-V
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* **shadercross** (from [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)) converts SPIR-V to MSL, using SDL3-aware buffer slot assignments
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* **shadercross** (from [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)) converts SPIR-V to MSL, using SDL3-aware buffer assignments
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Both SPIR-V and MSL blobs are versioned in the repository. Normal builds never invoke these tools. Run `make shaders` after editing a `.glsl` file to regenerate the blobs.
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