diff --git a/README.md b/README.md
index 97ca590..5390bcc 100644
--- a/README.md
+++ b/README.md
@@ -1,47 +1,145 @@
+
+
# vello
-This repo contains the new prototype for a new compute-centric 2D GPU renderer (formerly known as piet-gpu).
+**An experimental GPU compute-centric 2D renderer**
-> **Warning**
-> This README is a work in progress. Previous versions are included below for reference
+[![Xi Zulip](https://img.shields.io/badge/Xi%20Zulip-%23gpu-blue?logo=Zulip)](https://xi.zulipchat.com/#narrow/stream/197075-gpu)
+[![dependency status](https://deps.rs/repo/github/linebender/vello/status.svg)](https://deps.rs/repo/github/linebender/vello)
+[![MIT/Apache 2.0](https://img.shields.io/badge/license-MIT%2FApache-blue.svg)](#license)
+
+
+
-It succeeds the previous prototype, [piet-metal].
+
-The latest version is a middleware for [`wgpu`]. This is used as the rendering backend for
-[xilem], a UI toolkit.
+Vello is a 2d graphics rendering engine, using [`wgpu`].
+It efficiently draws large 2d scenes with interactive or near-interactive performance.
-
+
+
+It is used as the rendering backend for [xilem], a UI toolkit.
+
+## Examples
+
+Our examples are provided in separate packages in the [`examples`](examples) folder.
+This allows them to have independent dependencies and faster builds.
+Examples must be selected using the `--package` (or `-p`) Cargo flag.
+
+### Winit
+
+Our [winit] example ([examples/with_winit](examples/with_winit)) demonstrates rendering to a [winit] window.
+It also includes a collection of test scenes showing the capabilities of vello.
+One of these scenes uses an incomplete svg parser/renderer to render the [GhostScript tiger].
+
+```shell
+cargo run -p with_winit
+```
+
+### Bevy
+
+The [Bevy] example ([examples/with_bevy](examples/with_bevy)) demonstrates using vello within a [Bevy] application.
+This currently draws to a [`wgpu`] `Texture` using `vello`, then uses that texture as the faces of a cube.
+
+```shell
+cargo run -p with_bevy
+```
+
+### Web
+
+Because Vello relies heavily on compute shaders, we rely on the emerging WebGPU standard to run on the web.
+Until browser support becomes widespread, it will probably be necessary to use development browser versions (e.g. Chrome Canary) and explicitly enable WebGPU.
+
+The following command builds and runs a web version of the [winit demo](#winit).
+
+```shell
+cargo run --release -p run-wasm -- --package with_winit
+```
+
+Additionally, the web is not currently a primary target, so other issues are likely to arise.
+
+## Shader templating
+
+We implement a limited, simple preprocessor for our shaders, as wgsl has insufficient code-sharing for our needs.
+
+This implements only classes of statements.
+
+1. `import`, which imports from `shader/shared`
+2. `ifdef`, `ifndef`, `else` and `endif`, as standard.
+ These must be at the start of their lines.
+ Note that there is no support for creating definitions in-shader, these are only specified externally (in `src/shaders.rs`).
+ Note also that this definitions cannot currently be used in-code (`import`s may be used instead)
+
+This format is compatible with [`wgsl-analyzer`], which we recommend using.
+If you run into any issues, please report them on Zulip ([#gpu > wgsl-analyzer issues](https://xi.zulipchat.com/#narrow/stream/197075-gpu/topic/wgsl-analyzer.20issues)), and/or on the [`wgsl-analyzer`] issue tracker.
+Note that new imports must currently be added to `.vscode/settings.json` for this support to work correctly.
+`wgsl-analyzer` only supports imports in very few syntactic locations, so we limit their use to these places.
+
+## GPU abstraction
+
+Our rendering code does not directly interact with `wgpu`.
+Instead, we generate a `Recording`, a simple value type, then an `Engine` plays that recording to the actual GPU.
+The only currently implemented `Engine` uses `wgpu`.
+
+The idea is that this can abstract easily over multiple GPU back-ends, without either the render logic needing to be polymorphic or having dynamic dispatch at the GPU abstraction.
+The goal is to be more agile.
+
+## History
+
+Vello was previously known as `piet-gpu`. This prior incarnation used a custom cross-API hardware abstraction layer, called `piet-gpu-hal`, instead of [`wgpu`].
+
+
+There is a [vision](doc/vision.md) document which explained the longer-term goals of the project, and how we might get there.
+Many of these items are out-of-date or completed, but it still may provide some useful background.
+
+An archive of this version can be found in the branches [`custom-hal-archive-with-shaders`] and [`custom-hal-archive`].
+This succeeded the previous prototype, [piet-metal], and included work adapted from [piet-dx12] by Brian Merchant.
## Goals
+
+
The main goal is to answer research questions about the future of 2D rendering:
-- Is a compute-centered approach better than rasterization ([Direct2D])? How much so?
+- Is a compute-centered approach better than rasterization ([Direct2D])? How much so?
-- To what extent do "advanced" GPU features (subgroups, descriptor arrays) help?
+- To what extent do "advanced" GPU features (subgroups, descriptor arrays) help?
-- Can we improve quality and extend the imaging model in useful ways?
+- Can we improve quality and extend the imaging model in useful ways?
## Blogs and other writing
Much of the research progress on piet-gpu is documented in blog entries. See [doc/blogs.md](doc/blogs.md) for pointers to those.
-There is a much larger and detailed [vision](doc/vision.md) that explains the longer-term goals of the project, and how we might get there.
+
-## History
+## License
-A prior incarnation used a custom cross-API hal. An archive of this version can be found in the branches [`custom-hal-archive-with-shaders`] and [`custom-hal-archive`].
+Licensed under either of
-## License and contributions.
+- Apache License, Version 2.0
+ ([LICENSE-APACHE](LICENSE-APACHE) or )
+- MIT license
+ ([LICENSE-MIT](LICENSE-MIT) or )
-The piet-gpu project is dual-licensed under both [Apache 2.0](LICENSE-APACHE) and [MIT](LICENSE_MIT) licenses.
+at your option.
-In addition, the shaders are provided under the terms of the [Unlicense](./shader/UNLICENSE). The intent is for this research to be used in as broad a context as possible.
+In addition, all files in the [`shader`](shader) directory and subdirectories thereof are alternatively
+licensed under the Unlicense ([shader/UNLICENSE](shader/UNLICENSE) or ).
+For clarity, these files are also licensed under either of the above licenses.
+The intent is for this research to be used in as broad a context as possible.
-The dx12 backend was adapted from piet-dx12 by Brian Merchant.
+The files in subdirectories of the [`examples/assets`](examples/assets) directory are licensed solely under
+their respective licenses, available in the `LICENSE` file in their directories.
+
+## Contribution
Contributions are welcome by pull request. The [Rust code of conduct] applies.
+Unless you explicitly state otherwise, any contribution intentionally submitted
+for inclusion in the work by you, as defined in the Apache-2.0 license, shall be
+licensed as above, without any additional terms or conditions.
+
[piet-metal]: https://github.com/linebender/piet-metal
[direct2d]: https://docs.microsoft.com/en-us/windows/win32/direct2d/direct2d-portal
[`wgpu`]: https://wgpu.rs/
@@ -49,16 +147,8 @@ Contributions are welcome by pull request. The [Rust code of conduct] applies.
[rust code of conduct]: https://www.rust-lang.org/policies/code-of-conduct
[`custom-hal-archive-with-shaders`]: https://github.com/linebender/piet-gpu/tree/custom-hal-archive-with-shaders
[`custom-hal-archive`]: https://github.com/linebender/piet-gpu/tree/custom-hal-archive
-
-
-# vello
-
-This crate is currently a highly experimental proof-of-concept port of the piet-gpu renderer to the WGSL shader language, so it could be run on WebGPU. Depending on how well it works out, it may become the authoritative source for piet-gpu.
-
-The shaders are actually handlebars templates over WGSL, as it's important to share common data structures; it's likely we'll use the template mechanism to supply various parameters which are not supported by the WGSL language, for example to specify grayscale or RGBA buffer output for fine rasterization.
-
-This crate also uses a very different approach to the GPU abstraction than piet-gpu. That is essentially a HAL that supports an immediate mode approach to creating resources and submitting commands. Here, we generate a `Recording`, which is basically a simple value type, then an `Engine` plays that recording to the actual GPU. The idea is that this can abstract easily over multiple GPU back-ends, without either the render logic needing to be polymorphic or having dynamic dispatch at the GPU abstraction. The goal is to be more agile.
-
-Scene encoding is shared with piet-gpu, and currently uses piet-scene in the same repo with no changes.
-
-This module is still an experimental work in progress. Contributions can be made with the same policy as the root repo, but expect things to change quickly.
+[piet-dx12]: https://github.com/bzm3r/piet-dx12
+[GhostScript tiger]: https://commons.wikimedia.org/wiki/File:Ghostscript_Tiger.svg
+[winit]: https://github.com/rust-windowing/winit
+[Bevy]: https://bevyengine.org/
+[`wgsl-analyzer`]: https://marketplace.visualstudio.com/items?itemName=wgsl-analyzer.wgsl-analyzer
diff --git a/examples/assets/third-party/LICENSE.txt b/examples/assets/roboto/LICENSE.txt
similarity index 100%
rename from examples/assets/third-party/LICENSE.txt
rename to examples/assets/roboto/LICENSE.txt
diff --git a/examples/assets/third-party/Roboto-Regular.ttf b/examples/assets/roboto/Roboto-Regular.ttf
similarity index 100%
rename from examples/assets/third-party/Roboto-Regular.ttf
rename to examples/assets/roboto/Roboto-Regular.ttf
diff --git a/examples/with_winit/src/simple_text.rs b/examples/with_winit/src/simple_text.rs
index a7d1827..86da701 100644
--- a/examples/with_winit/src/simple_text.rs
+++ b/examples/with_winit/src/simple_text.rs
@@ -27,7 +27,7 @@ use vello::{
// This is very much a hack to get things working.
// On Windows, can set this to "c:\\Windows\\Fonts\\seguiemj.ttf" to get color emoji
-const FONT_DATA: &[u8] = include_bytes!("../../assets/third-party/Roboto-Regular.ttf");
+const FONT_DATA: &[u8] = include_bytes!("../../assets/roboto/Roboto-Regular.ttf");
pub struct SimpleText {
gcx: GlyphContext,