mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# 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>
388 lines
11 KiB
Rust
388 lines
11 KiB
Rust
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{
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contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
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experimental::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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},
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fxaa::{Fxaa, Sensitivity},
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::{ImageSampler, ImageSamplerDescriptor},
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},
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};
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fn main() {
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App::new()
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.insert_resource(Msaa::Off)
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.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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.run();
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}
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fn modify_aa(
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keys: Res<ButtonInput<KeyCode>>,
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mut camera: Query<
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(
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Entity,
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Option<&mut Fxaa>,
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Option<&TemporalAntiAliasSettings>,
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),
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With<Camera>,
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>,
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mut msaa: ResMut<Msaa>,
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mut commands: Commands,
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) {
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let (camera_entity, fxaa, taa) = camera.single_mut();
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let mut camera = commands.entity(camera_entity);
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// No AA
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if keys.just_pressed(KeyCode::Digit1) {
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*msaa = Msaa::Off;
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camera.remove::<Fxaa>();
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camera.remove::<TemporalAntiAliasBundle>();
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}
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// MSAA
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if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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camera.remove::<Fxaa>();
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camera.remove::<TemporalAntiAliasBundle>();
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*msaa = Msaa::Sample4;
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}
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// MSAA Sample Count
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if *msaa != Msaa::Off {
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if keys.just_pressed(KeyCode::KeyQ) {
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*msaa = Msaa::Sample2;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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*msaa = Msaa::Sample4;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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*msaa = Msaa::Sample8;
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}
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}
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// FXAA
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if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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*msaa = Msaa::Off;
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camera.remove::<TemporalAntiAliasBundle>();
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camera.insert(Fxaa::default());
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}
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// FXAA Settings
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if let Some(mut fxaa) = fxaa {
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if keys.just_pressed(KeyCode::KeyQ) {
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fxaa.edge_threshold = Sensitivity::Low;
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fxaa.edge_threshold_min = Sensitivity::Low;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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fxaa.edge_threshold = Sensitivity::Medium;
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fxaa.edge_threshold_min = Sensitivity::Medium;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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fxaa.edge_threshold = Sensitivity::High;
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fxaa.edge_threshold_min = Sensitivity::High;
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}
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if keys.just_pressed(KeyCode::KeyR) {
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fxaa.edge_threshold = Sensitivity::Ultra;
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fxaa.edge_threshold_min = Sensitivity::Ultra;
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}
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if keys.just_pressed(KeyCode::KeyT) {
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fxaa.edge_threshold = Sensitivity::Extreme;
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fxaa.edge_threshold_min = Sensitivity::Extreme;
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}
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}
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// TAA
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if keys.just_pressed(KeyCode::Digit4) && taa.is_none() {
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*msaa = Msaa::Off;
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camera.remove::<Fxaa>();
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camera.insert(TemporalAntiAliasBundle::default());
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}
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}
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fn modify_sharpening(
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keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
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) {
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for mut cas in &mut query {
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if keys.just_pressed(KeyCode::Digit0) {
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cas.enabled = !cas.enabled;
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}
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if cas.enabled {
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if keys.just_pressed(KeyCode::Minus) {
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cas.sharpening_strength -= 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::Equal) {
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cas.sharpening_strength += 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::KeyD) {
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cas.denoise = !cas.denoise;
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}
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}
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}
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}
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fn update_ui(
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camera: Query<
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(
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Option<&Fxaa>,
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Option<&TemporalAntiAliasSettings>,
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&ContrastAdaptiveSharpeningSettings,
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),
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With<Camera>,
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>,
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msaa: Res<Msaa>,
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mut ui: Query<&mut Text>,
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) {
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let (fxaa, taa, cas_settings) = camera.single();
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let mut ui = ui.single_mut();
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let ui = &mut ui.sections[0].value;
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*ui = "Antialias Method\n".to_string();
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if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
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ui.push_str("(1) *No AA*\n");
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} else {
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ui.push_str("(1) No AA\n");
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}
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if *msaa != Msaa::Off {
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ui.push_str("(2) *MSAA*\n");
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} else {
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ui.push_str("(2) MSAA\n");
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}
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if fxaa.is_some() {
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ui.push_str("(3) *FXAA*\n");
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} else {
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ui.push_str("(3) FXAA\n");
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}
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if taa.is_some() {
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ui.push_str("(4) *TAA*");
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} else {
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ui.push_str("(4) TAA");
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}
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if *msaa != Msaa::Off {
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ui.push_str("\n\n----------\n\nSample Count\n");
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if *msaa == Msaa::Sample2 {
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ui.push_str("(Q) *2*\n");
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} else {
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ui.push_str("(Q) 2\n");
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}
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if *msaa == Msaa::Sample4 {
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ui.push_str("(W) *4*\n");
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} else {
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ui.push_str("(W) 4\n");
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}
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if *msaa == Msaa::Sample8 {
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ui.push_str("(E) *8*");
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} else {
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ui.push_str("(E) 8");
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}
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}
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if let Some(fxaa) = fxaa {
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ui.push_str("\n\n----------\n\nSensitivity\n");
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if fxaa.edge_threshold == Sensitivity::Low {
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ui.push_str("(Q) *Low*\n");
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} else {
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ui.push_str("(Q) Low\n");
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}
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if fxaa.edge_threshold == Sensitivity::Medium {
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ui.push_str("(W) *Medium*\n");
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} else {
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ui.push_str("(W) Medium\n");
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}
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if fxaa.edge_threshold == Sensitivity::High {
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ui.push_str("(E) *High*\n");
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} else {
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ui.push_str("(E) High\n");
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}
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if fxaa.edge_threshold == Sensitivity::Ultra {
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ui.push_str("(R) *Ultra*\n");
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} else {
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ui.push_str("(R) Ultra\n");
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}
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if fxaa.edge_threshold == Sensitivity::Extreme {
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ui.push_str("(T) *Extreme*");
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} else {
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ui.push_str("(T) Extreme");
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}
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}
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if cas_settings.enabled {
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ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n");
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ui.push_str(&format!(
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"(-/+) Strength: {:.1}\n",
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cas_settings.sharpening_strength
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));
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if cas_settings.denoise {
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ui.push_str("(D) Denoising (Enabled)\n");
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} else {
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ui.push_str("(D) Denoising (Disabled)\n");
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}
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} else {
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ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n");
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}
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}
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/// Set up a simple 3D scene
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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<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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asset_server: Res<AssetServer>,
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) {
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
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material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
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..default()
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});
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let cube_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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// Cubes
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for i in 0..5 {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(0.25, 0.25, 0.25)),
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material: cube_material.clone(),
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transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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..default()
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});
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}
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// Flight Helmet
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI * -0.15,
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PI * -0.15,
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)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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maximum_distance: 3.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.into(),
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..default()
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});
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// Camera
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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},
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ContrastAdaptiveSharpeningSettings {
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enabled: false,
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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},
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FogSettings {
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color: Color::srgba_u8(43, 44, 47, 255),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 4.0,
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},
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..default()
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},
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));
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// example instructions
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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: 20.,
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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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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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let mut img = Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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);
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img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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img
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}
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