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Reword for clarity.
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content/_index.md

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@@ -58,13 +58,11 @@ crates.io ecosystem to GPU programming and provide some sanity.
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Additionally, Rust's `no_std` ecosystem offers a wide array of libraries that can be
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used in environments without the standard library. Traditionally this has meant
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embedded devices, but a lot of the same assumptions apply to GPU shaders! As a
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embedded devices, but a lot of the same assumptions apply to GPUs! As a
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consequence, you can reuse [existing `no_std` libraries from
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crates.io](https://crates.io/categories/no-std::no-alloc) in your GPU code _without
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the authors explicitly adding GPU support_. This is uniquely enabled by Rust GPU's
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implementation choices and Rust's
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[registers](https://without.boats/blog/the-registers-of-rust/). Sharing and reusing
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code from the greater Rust ecosystem is a superpower when writing GPU programs that
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will massively compound over time.
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content/blog/2024-08-12-transition-announcement.md

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@@ -94,7 +94,7 @@ To put Rust GPU in context, here's an overview of the current landscape:
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Additionally, Rust's `no_std` ecosystem offers a wide array of libraries that can be
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used in environments without the standard library. Traditionally this has meant
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embedded devices, but a lot of the same assumptions apply to GPU shaders! As a
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embedded devices, but a lot of the same assumptions apply to GPUs! As a
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consequence, you can reuse [existing `no_std` libraries from
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crates.io](https://crates.io/categories/no-std::no-alloc) in your GPU code _without
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the authors explicitly adding GPU support_. This is uniquely enabled by Rust GPU's

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