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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
219 lines
7.2 KiB
Rust
219 lines
7.2 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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math::ops,
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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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Camera3d::default(),
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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::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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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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Mesh3d(mesh.clone()),
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MeshMaterial3d(material),
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Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
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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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Text::default(),
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Node {
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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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camera: Single<(Entity, Option<&mut Bloom>), With<Camera>>,
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mut text: Single<&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.into_inner();
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match bloom {
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(entity, Some(mut bloom)) => {
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text.0 = "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_secs();
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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.0 = "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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ops::sin(transform.translation.x + transform.translation.z + time.elapsed_secs());
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}
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}
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