Enable TAA by default in example
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@ -18,7 +18,12 @@
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{bloom::BloomSettings, prepass::DepthPrepass, tonemapping::Tonemapping},
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core_pipeline::{
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bloom::BloomSettings,
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experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
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prepass::DepthPrepass,
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tonemapping::Tonemapping,
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},
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pbr::{NotShadowCaster, NotTransmittedShadowReceiver, PointLightShadowMap},
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prelude::*,
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render::view::ColorGrading,
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@ -34,15 +39,13 @@ fn main() {
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brightness: 0.0,
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..default()
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})
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// *Note:* TAA is not _required_ for specular transmission, but
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// it _greatly enhances_ the look of the resulting blur effects
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.insert_resource(Msaa::Off)
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.add_plugin(TemporalAntiAliasPlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, (example_control_system, flicker_system));
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// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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// Since this example uses HDR, we must disable MSAA for WASM builds, at least
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// until WebGPU is ready and no longer behind a feature flag in Web browsers.
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#[cfg(target_arch = "wasm32")]
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app.insert_resource(Msaa::Off);
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app.run();
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}
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@ -344,7 +347,7 @@ fn setup(
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tonemapping: Tonemapping::TonyMcMapface,
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..default()
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},
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DepthPrepass,
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TemporalAntiAliasBundle::default(),
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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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