mirror of
https://github.com/bevyengine/bevy
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c5963b4fd5
# Objective - Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene - Fixes #3605 - Based on top of #4079 This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR. ## Solution - Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability - Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time. - Appropriate shader defs in the shader code to handle the two cases ## Context on some decisions / open questions - I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately. - Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants? Co-authored-by: Carter Anderson <mcanders1@gmail.com>
192 lines
7.5 KiB
Rust
192 lines
7.5 KiB
Rust
pub mod wireframe;
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mod alpha;
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mod bundle;
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mod light;
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mod material;
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mod pbr_material;
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mod render;
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pub use alpha::*;
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pub use bundle::*;
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pub use light::*;
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pub use material::*;
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pub use pbr_material::*;
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pub use render::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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alpha::AlphaMode,
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bundle::{DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle},
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light::{AmbientLight, DirectionalLight, PointLight},
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material::{Material, MaterialPlugin},
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pbr_material::StandardMaterial,
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};
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}
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pub mod draw_3d_graph {
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pub mod node {
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/// Label for the shadow pass node.
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pub const SHADOW_PASS: &str = "shadow_pass";
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}
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}
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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prelude::Color,
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render_graph::RenderGraph,
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render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
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render_resource::{Shader, SpecializedMeshPipelines},
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view::VisibilitySystems,
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RenderApp, RenderStage,
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};
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use bevy_transform::TransformSystem;
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pub const PBR_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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pub const SHADOW_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
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/// Sets up the entire PBR infrastructure of bevy.
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#[derive(Default)]
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pub struct PbrPlugin;
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SHADOW_SHADER_HANDLE,
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"render/depth.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<PointLight>()
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.add_plugin(MeshRenderPlugin)
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.add_plugin(MaterialPlugin::<StandardMaterial>::default())
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisiblePointLights>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.add_system_to_stage(
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CoreStage::PostUpdate,
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// NOTE: Clusters need to have been added before update_clusters is run so
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// add as an exclusive system
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add_clusters
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.exclusive_system()
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.label(SimulationLightSystems::AddClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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assign_lights_to_clusters
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.label(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_directional_light_frusta
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.label(SimulationLightSystems::UpdateDirectionalLightFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_point_light_frusta
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.label(SimulationLightSystems::UpdatePointLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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check_light_mesh_visibility
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.label(SimulationLightSystems::CheckLightVisibility)
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.after(TransformSystem::TransformPropagate)
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.after(VisibilitySystems::CalculateBounds)
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.after(SimulationLightSystems::UpdateDirectionalLightFrusta)
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.after(SimulationLightSystems::UpdatePointLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity ComputedVisibility for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility),
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);
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app.world
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.resource_mut::<Assets<StandardMaterial>>()
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.set_untracked(
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Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::rgb(1.0, 0.0, 0.5),
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unlit: true,
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..Default::default()
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},
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);
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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Err(_) => return,
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};
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render_app
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_clusters.label(RenderLightSystems::ExtractClusters),
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)
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_lights.label(RenderLightSystems::ExtractLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
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// _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
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render::prepare_lights
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.exclusive_system()
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.label(RenderLightSystems::PrepareLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// NOTE: This needs to run after prepare_lights. As prepare_lights is an exclusive system,
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// just adding it to the non-exclusive systems in the Prepare stage means it runs after
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// prepare_lights.
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render::prepare_clusters.label(RenderLightSystems::PrepareClusters),
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)
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.add_system_to_stage(
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RenderStage::Queue,
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render::queue_shadows.label(RenderLightSystems::QueueShadows),
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)
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.add_system_to_stage(RenderStage::Queue, render::queue_shadow_view_bind_group)
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.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Shadow>)
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.init_resource::<ShadowPipeline>()
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.init_resource::<DrawFunctions<Shadow>>()
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.init_resource::<LightMeta>()
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.init_resource::<GlobalLightMeta>()
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.init_resource::<SpecializedMeshPipelines<ShadowPipeline>>();
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let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
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render_app.add_render_command::<Shadow, DrawShadowMesh>();
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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let draw_3d_graph = graph
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.get_sub_graph_mut(bevy_core_pipeline::draw_3d_graph::NAME)
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.unwrap();
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draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
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draw_3d_graph
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.add_node_edge(
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draw_3d_graph::node::SHADOW_PASS,
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bevy_core_pipeline::draw_3d_graph::node::MAIN_PASS,
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)
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.unwrap();
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draw_3d_graph
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.add_slot_edge(
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draw_3d_graph.input_node().unwrap().id,
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bevy_core_pipeline::draw_3d_graph::input::VIEW_ENTITY,
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draw_3d_graph::node::SHADOW_PASS,
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ShadowPassNode::IN_VIEW,
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)
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.unwrap();
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}
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}
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