render: visualize depth in z_sort_debug
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@ -18,14 +18,17 @@ fn rotator_system(time: Res<Time>, _rotator: ComMut<Rotator>, mut rotation: ComM
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fn camera_order_color_system(
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fn camera_order_color_system(
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world: &mut SubWorld,
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world: &mut SubWorld,
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mut materials: ResMut<Assets<StandardMaterial>>,
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camera_query: &mut Query<(Read<Camera>, Read<VisibleEntities>)>,
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camera_query: &mut Query<(Read<Camera>, Read<VisibleEntities>)>,
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_material_query: &mut Query<Write<StandardMaterial>>,
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_material_query: &mut Query<Read<Handle<StandardMaterial>>>,
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) {
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) {
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for (_camera, visible_entities) in camera_query.iter(world) {
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for (_camera, visible_entities) in camera_query.iter(world) {
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for visible_entity in visible_entities.value.iter() {
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for visible_entity in visible_entities.value.iter() {
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println!("visible_entity: {:?}", visible_entity.order);
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if let Some(material_handle) = world.get_component::<Handle<StandardMaterial>>(visible_entity.entity) {
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// let mut material = world.get_component_mut::<StandardMaterial>(visible_entity.entity).unwrap();
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let material = materials.get_mut(&material_handle).unwrap();
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// println!("entity {:?}", visible_entity.order);
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let value = 1.0 - (20.0 - visible_entity.order.0) / 7.0;
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material.albedo = Color::rgb(value, value, value);
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}
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}
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}
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}
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}
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}
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}
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