mirror of
https://github.com/bevyengine/bevy
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afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
224 lines
7.5 KiB
Rust
224 lines
7.5 KiB
Rust
//! Illustrates bloom post-processing using HDR and emissive materials.
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use bevy::{
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color::palettes::basic::GRAY,
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core_pipeline::{
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bloom::{Bloom, BloomCompositeMode},
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tonemapping::Tonemapping,
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},
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prelude::*,
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};
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use std::{
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collections::hash_map::DefaultHasher,
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hash::{Hash, Hasher},
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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_scene)
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.add_systems(Update, (update_bloom_settings, bounce_spheres))
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.run();
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}
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fn setup_scene(
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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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commands.spawn((
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Camera3dBundle {
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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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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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// 3. Enable bloom for the camera
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Bloom::NATURAL,
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));
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let material_emissive1 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(13.99, 5.32, 2.0), // 4. Put something bright in a dark environment to see the effect
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..default()
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});
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let material_emissive2 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(2.0, 13.99, 5.32),
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..default()
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});
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let material_emissive3 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(5.32, 2.0, 13.99),
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..default()
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});
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let material_non_emissive = materials.add(StandardMaterial {
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base_color: GRAY.into(),
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..default()
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});
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let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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for x in -5..5 {
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for z in -5..5 {
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// This generates a pseudo-random integer between `[0, 6)`, but deterministically so
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// the same spheres are always the same colors.
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let mut hasher = DefaultHasher::new();
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(x, z).hash(&mut hasher);
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let rand = (hasher.finish() - 2) % 6;
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let material = match rand {
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0 => material_emissive1.clone(),
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1 => material_emissive2.clone(),
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2 => material_emissive3.clone(),
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3..=5 => material_non_emissive.clone(),
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_ => unreachable!(),
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};
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commands.spawn((
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PbrBundle {
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mesh: mesh.clone(),
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material,
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transform: Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
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..default()
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},
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Bouncing,
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));
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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("", TextStyle::default()).with_style(Style {
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position_type: PositionType::Absolute,
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bottom: 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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// ------------------------------------------------------------------------------------------------
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fn update_bloom_settings(
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mut camera: Query<(Entity, Option<&mut Bloom>), 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 = 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 {
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(entity, Some(mut bloom)) => {
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*text = "Bloom (Toggle: Space)\n".to_string();
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text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
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text.push_str(&format!(
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"(W/S) Low-frequency boost: {}\n",
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bloom.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.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.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.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!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
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text.push_str(&format!(
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"(U/J) Threshold softness: {}\n",
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bloom.prefilter.threshold_softness
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));
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).remove::<Bloom>();
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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.intensity -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyQ) {
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bloom.intensity += dt / 10.0;
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}
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bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyS) {
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bloom.low_frequency_boost -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyW) {
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bloom.low_frequency_boost += dt / 10.0;
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}
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bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyD) {
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bloom.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.low_frequency_boost_curvature += dt / 10.0;
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}
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bloom.low_frequency_boost_curvature =
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bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyF) {
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bloom.high_pass_frequency -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyR) {
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bloom.high_pass_frequency += dt / 10.0;
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}
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bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyG) {
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bloom.composite_mode = BloomCompositeMode::Additive;
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}
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if keycode.pressed(KeyCode::KeyT) {
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bloom.composite_mode = BloomCompositeMode::EnergyConserving;
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}
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if keycode.pressed(KeyCode::KeyH) {
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bloom.prefilter.threshold -= dt;
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}
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if keycode.pressed(KeyCode::KeyY) {
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bloom.prefilter.threshold += dt;
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}
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bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
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if keycode.pressed(KeyCode::KeyJ) {
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bloom.prefilter.threshold_softness -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyU) {
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bloom.prefilter.threshold_softness += dt / 10.0;
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}
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bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.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(Bloom::NATURAL);
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}
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}
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}
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}
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#[derive(Component)]
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struct Bouncing;
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fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
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for mut transform in query.iter_mut() {
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transform.translation.y =
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(transform.translation.x + transform.translation.z + time.elapsed_seconds()).sin();
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}
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}
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