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https://github.com/bevyengine/bevy
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# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
206 lines
7.1 KiB
Rust
206 lines
7.1 KiB
Rust
//! Illustrates bloom post-processing in 2d.
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use bevy::{
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core_pipeline::{
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bloom::{BloomCompositeMode, BloomSettings},
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tonemapping::Tonemapping,
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},
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prelude::*,
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sprite::MaterialMesh2dBundle,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, update_bloom_settings)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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commands.spawn((
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Camera2dBundle {
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camera: Camera {
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hdr: true, // 1. HDR is required for bloom
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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..default()
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},
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BloomSettings::default(), // 3. Enable bloom for the camera
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));
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// Sprite
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/bevy_bird_dark.png"),
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sprite: Sprite {
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color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
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custom_size: Some(Vec2::splat(160.0)),
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..default()
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},
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..default()
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});
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// Circle mesh
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Circle::new(100.)).into(),
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// 4. Put something bright in a dark environment to see the effect
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material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
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transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
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..default()
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});
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// Hexagon mesh
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(RegularPolygon::new(100., 6)).into(),
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// 4. Put something bright in a dark environment to see the effect
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material: materials.add(Color::srgb(6.25, 9.4, 9.1)),
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transform: Transform::from_translation(Vec3::new(200., 0., 0.)),
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..default()
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});
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// UI
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 18.0,
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color: Color::WHITE,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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// ------------------------------------------------------------------------------------------------
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fn update_bloom_settings(
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mut camera: Query<(Entity, Option<&mut BloomSettings>), With<Camera>>,
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mut text: Query<&mut Text>,
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mut commands: Commands,
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keycode: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let bloom_settings = camera.single_mut();
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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match bloom_settings {
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(entity, Some(mut bloom_settings)) => {
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*text = "BloomSettings (Toggle: Space)\n".to_string();
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text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
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text.push_str(&format!(
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"(W/S) Low-frequency boost: {}\n",
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bloom_settings.low_frequency_boost
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));
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text.push_str(&format!(
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"(E/D) Low-frequency boost curvature: {}\n",
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bloom_settings.low_frequency_boost_curvature
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));
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text.push_str(&format!(
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"(R/F) High-pass frequency: {}\n",
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bloom_settings.high_pass_frequency
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));
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text.push_str(&format!(
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"(T/G) Mode: {}\n",
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match bloom_settings.composite_mode {
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BloomCompositeMode::EnergyConserving => "Energy-conserving",
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BloomCompositeMode::Additive => "Additive",
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}
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));
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text.push_str(&format!(
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"(Y/H) Threshold: {}\n",
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bloom_settings.prefilter_settings.threshold
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));
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text.push_str(&format!(
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"(U/J) Threshold softness: {}\n",
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bloom_settings.prefilter_settings.threshold_softness
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));
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).remove::<BloomSettings>();
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}
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let dt = time.delta_seconds();
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if keycode.pressed(KeyCode::KeyA) {
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bloom_settings.intensity -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyQ) {
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bloom_settings.intensity += dt / 10.0;
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}
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bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyS) {
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bloom_settings.low_frequency_boost -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyW) {
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bloom_settings.low_frequency_boost += dt / 10.0;
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}
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bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyD) {
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bloom_settings.low_frequency_boost_curvature -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyE) {
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bloom_settings.low_frequency_boost_curvature += dt / 10.0;
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}
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bloom_settings.low_frequency_boost_curvature =
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bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyF) {
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bloom_settings.high_pass_frequency -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyR) {
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bloom_settings.high_pass_frequency += dt / 10.0;
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}
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bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyG) {
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bloom_settings.composite_mode = BloomCompositeMode::Additive;
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}
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if keycode.pressed(KeyCode::KeyT) {
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bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
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}
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if keycode.pressed(KeyCode::KeyH) {
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bloom_settings.prefilter_settings.threshold -= dt;
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}
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if keycode.pressed(KeyCode::KeyY) {
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bloom_settings.prefilter_settings.threshold += dt;
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}
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bloom_settings.prefilter_settings.threshold =
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bloom_settings.prefilter_settings.threshold.max(0.0);
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if keycode.pressed(KeyCode::KeyJ) {
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bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyU) {
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bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
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}
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bloom_settings.prefilter_settings.threshold_softness = bloom_settings
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.prefilter_settings
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.threshold_softness
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.clamp(0.0, 1.0);
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}
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(entity, None) => {
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*text = "Bloom: Off (Toggle: Space)".to_string();
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).insert(BloomSettings::default());
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}
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}
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}
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}
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