Add some missing reflect for volumetric fog types (#13592)
# Objective - While experimenting with it I realized it's not reflectable ## Solution - Add missing Reflect derive
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@ -45,11 +45,13 @@ use bevy_ecs::{
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component::Component,
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component::Component,
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entity::Entity,
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entity::Entity,
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query::{Has, QueryItem, With},
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query::{Has, QueryItem, With},
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reflect::ReflectComponent,
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schedule::IntoSystemConfigs as _,
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schedule::IntoSystemConfigs as _,
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system::{lifetimeless::Read, Commands, Query, Res, ResMut, Resource},
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system::{lifetimeless::Read, Commands, Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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world::{FromWorld, World},
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};
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};
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use bevy_math::Vec3;
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use bevy_math::Vec3;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
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render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
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render_resource::{
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render_resource::{
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@ -86,12 +88,14 @@ pub struct VolumetricFogPlugin;
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/// (`shadows_enabled: true`) to make volumetric fog interact with it.
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/// (`shadows_enabled: true`) to make volumetric fog interact with it.
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///
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///
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/// This allows the light to generate light shafts/god rays.
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/// This allows the light to generate light shafts/god rays.
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#[derive(Clone, Copy, Component, Default, Debug)]
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#[derive(Clone, Copy, Component, Default, Debug, Reflect)]
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#[reflect(Component)]
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pub struct VolumetricLight;
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pub struct VolumetricLight;
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/// When placed on a [`Camera3d`], enables volumetric fog and volumetric
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/// When placed on a [`Camera3d`], enables volumetric fog and volumetric
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/// lighting, also known as light shafts or god rays.
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/// lighting, also known as light shafts or god rays.
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#[derive(Clone, Copy, Component, Debug)]
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#[derive(Clone, Copy, Component, Debug, Reflect)]
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#[reflect(Component)]
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pub struct VolumetricFogSettings {
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pub struct VolumetricFogSettings {
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/// The color of the fog.
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/// The color of the fog.
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///
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///
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@ -246,6 +250,8 @@ impl Plugin for VolumetricFogPlugin {
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"volumetric_fog.wgsl",
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"volumetric_fog.wgsl",
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Shader::from_wgsl
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Shader::from_wgsl
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);
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);
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app.register_type::<VolumetricFogSettings>()
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.register_type::<VolumetricLight>();
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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return;
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