 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			237 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			237 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates bloom post-processing using HDR and emissive materials.
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| 
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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::{BloomCompositeMode, BloomSettings},
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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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| 
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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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| 
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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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|         BloomSettings::default(), // 3. Enable bloom for the camera
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|     ));
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| 
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|     let material_emissive1 = materials.add(StandardMaterial {
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|         emissive: Color::linear_rgb(2300.0, 900.0, 300.0), // 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: Color::linear_rgb(300.0, 2300.0, 900.0),
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|         ..default()
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|     });
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|     let material_emissive3 = materials.add(StandardMaterial {
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|         emissive: Color::linear_rgb(900.0, 300.0, 2300.0),
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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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| 
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|     let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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| 
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|     for x in -5..5 {
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|         for z in -5..5 {
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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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| 
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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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| 
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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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| 
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|     // example instructions
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "",
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|             TextStyle {
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|                 font_size: 20.0,
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|                 color: Color::BLACK,
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|                 ..default()
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|             },
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|         )
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|         .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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| // ------------------------------------------------------------------------------------------------
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| 
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| fn update_bloom_settings(
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|     mut camera: Query<(Entity, Option<&mut BloomSettings>), 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_settings = 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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| 
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|     match bloom_settings {
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|         (entity, Some(mut bloom_settings)) => {
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|             *text = "BloomSettings (Toggle: Space)\n".to_string();
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|             text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
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|             text.push_str(&format!(
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|                 "(W/S) Low-frequency boost: {}\n",
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|                 bloom_settings.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_settings.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_settings.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_settings.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!(
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|                 "(Y/H) Threshold: {}\n",
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|                 bloom_settings.prefilter_settings.threshold
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|             ));
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|             text.push_str(&format!(
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|                 "(U/J) Threshold softness: {}\n",
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|                 bloom_settings.prefilter_settings.threshold_softness
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|             ));
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| 
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|             if keycode.just_pressed(KeyCode::Space) {
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|                 commands.entity(entity).remove::<BloomSettings>();
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|             }
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| 
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|             let dt = time.delta_seconds();
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| 
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|             if keycode.pressed(KeyCode::KeyA) {
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|                 bloom_settings.intensity -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyQ) {
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|                 bloom_settings.intensity += dt / 10.0;
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|             }
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|             bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyS) {
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|                 bloom_settings.low_frequency_boost -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyW) {
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|                 bloom_settings.low_frequency_boost += dt / 10.0;
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|             }
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|             bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyD) {
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|                 bloom_settings.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_settings.low_frequency_boost_curvature += dt / 10.0;
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|             }
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|             bloom_settings.low_frequency_boost_curvature =
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|                 bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyF) {
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|                 bloom_settings.high_pass_frequency -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyR) {
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|                 bloom_settings.high_pass_frequency += dt / 10.0;
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|             }
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|             bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyG) {
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|                 bloom_settings.composite_mode = BloomCompositeMode::Additive;
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|             }
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|             if keycode.pressed(KeyCode::KeyT) {
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|                 bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
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|             }
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| 
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|             if keycode.pressed(KeyCode::KeyH) {
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|                 bloom_settings.prefilter_settings.threshold -= dt;
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|             }
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|             if keycode.pressed(KeyCode::KeyY) {
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|                 bloom_settings.prefilter_settings.threshold += dt;
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|             }
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|             bloom_settings.prefilter_settings.threshold =
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|                 bloom_settings.prefilter_settings.threshold.max(0.0);
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| 
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|             if keycode.pressed(KeyCode::KeyJ) {
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|                 bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyU) {
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|                 bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
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|             }
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|             bloom_settings.prefilter_settings.threshold_softness = bloom_settings
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|                 .prefilter_settings
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|                 .threshold_softness
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|                 .clamp(0.0, 1.0);
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|         }
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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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| 
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|             if keycode.just_pressed(KeyCode::Space) {
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|                 commands.entity(entity).insert(BloomSettings::default());
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|             }
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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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| 
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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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