mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
99e689cfd2
# Objective
- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.
## Solution
- Remove addition of `Msaa` Resource with default value from examples,
220 lines
6.9 KiB
Rust
220 lines
6.9 KiB
Rust
//! Shows how to render multiple passes to the same window, useful for rendering different views
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//! or drawing an object on top regardless of depth.
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use bevy::{
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core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
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prelude::*,
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render::{
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camera::{ActiveCamera, Camera, CameraTypePlugin, RenderTarget},
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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renderer::RenderContext,
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view::RenderLayers,
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RenderApp, RenderStage,
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},
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window::WindowId,
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};
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// The name of the final node of the first pass.
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pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
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// Marks the camera that determines the view rendered in the first pass.
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#[derive(Component, Default)]
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struct FirstPassCamera;
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_plugin(CameraTypePlugin::<FirstPassCamera>::default())
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.add_startup_system(setup)
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.add_system(cube_rotator_system)
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.add_system(rotator_system)
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.add_system(toggle_msaa);
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let render_app = app.sub_app_mut(RenderApp);
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let driver = FirstPassCameraDriver::new(&mut render_app.world);
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// This will add 3D render phases for the new camera.
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render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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// Add a node for the first pass.
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graph.add_node(FIRST_PASS_DRIVER, driver);
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// The first pass's dependencies include those of the main pass.
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
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.unwrap();
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// Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
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graph
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.add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
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.unwrap();
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graph
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.add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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// Add 3D render phases for FirstPassCamera.
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fn extract_first_pass_camera_phases(
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mut commands: Commands,
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active: Res<ActiveCamera<FirstPassCamera>>,
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) {
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if let Some(entity) = active.get() {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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// A node for the first pass camera that runs draw_3d_graph with this camera.
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struct FirstPassCameraDriver {
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query: QueryState<Entity, With<FirstPassCamera>>,
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}
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impl FirstPassCameraDriver {
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pub fn new(render_world: &mut World) -> Self {
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Self {
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query: QueryState::new(render_world),
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}
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}
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}
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impl Node for FirstPassCameraDriver {
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fn update(&mut self, world: &mut World) {
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self.query.update_archetypes(world);
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}
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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for camera in self.query.iter_manual(world) {
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graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(camera)])?;
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}
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Ok(())
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}
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}
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// Marks the first pass cube.
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#[derive(Component)]
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struct FirstPassCube;
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// Marks the main pass cube.
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#[derive(Component)]
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struct MainPassCube;
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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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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::GREEN,
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reflectance: 0.02,
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unlit: false,
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..Default::default()
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});
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let split = 2.0;
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// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
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let first_pass_layer = RenderLayers::layer(1);
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// The first pass cube.
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commands
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.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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material: cube_material_handle,
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transform: Transform::from_translation(Vec3::new(-split, 0.0, 1.0)),
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..Default::default()
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})
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.insert(FirstPassCube)
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.insert(first_pass_layer);
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// Light
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// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..Default::default()
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});
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// First pass camera
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commands
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.spawn_bundle(PerspectiveCameraBundle::<FirstPassCamera> {
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camera: Camera {
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target: RenderTarget::Window(WindowId::primary()),
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..Default::default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..PerspectiveCameraBundle::new()
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})
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.insert(first_pass_layer);
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let cube_size = 4.0;
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let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
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let material_handle = materials.add(StandardMaterial {
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base_color: Color::RED,
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reflectance: 0.02,
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unlit: false,
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..Default::default()
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});
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// Main pass cube.
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commands
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.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(split, 0.0, -4.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..Default::default()
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},
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..Default::default()
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})
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.insert(MainPassCube);
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// The main pass camera.
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..Default::default()
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});
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}
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/// Rotates the inner cube (first pass)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
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}
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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}
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}
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fn toggle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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if input.just_pressed(KeyCode::M) {
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if msaa.samples == 4 {
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info!("Not using MSAA");
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msaa.samples = 1;
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} else {
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info!("Using 4x MSAA");
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msaa.samples = 4;
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}
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}
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}
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