# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			245 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			245 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
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//! It will optionally generate various view textures. Currently it supports depth and normal textures.
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//! The textures are not generated for any material using alpha blending.
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//!
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//! # WARNING
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//! The prepass currently doesn't work on `WebGL`.
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use bevy::{
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    core_pipeline::prepass::{DepthPrepass, NormalPrepass},
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    pbr::{NotShadowCaster, PbrPlugin},
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    prelude::*,
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    reflect::TypeUuid,
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    render::render_resource::{AsBindGroup, ShaderRef},
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(PbrPlugin {
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            // The prepass is enabled by default on the StandardMaterial,
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            // but you can disable it if you need to.
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            // prepass_enabled: false,
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            ..default()
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        }))
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        .add_plugin(MaterialPlugin::<CustomMaterial>::default())
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        .add_plugin(MaterialPlugin::<PrepassOutputMaterial> {
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            // This material only needs to read the prepass textures,
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            // but the meshes using it should not contribute to the prepass render, so we can disable it.
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            prepass_enabled: false,
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            ..default()
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        })
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        .add_startup_system(setup)
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        .add_system(rotate)
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        .add_system(update)
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        .run();
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}
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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    mut std_materials: ResMut<Assets<StandardMaterial>>,
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    mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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            ..default()
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        },
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        // To enable the prepass you need to add the components associated with the ones you need
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        // This will write the depth buffer to a texture that you can use in the main pass
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        DepthPrepass,
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        // This will generate a texture containing world normals (with normal maps applied)
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        NormalPrepass,
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    ));
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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane { size: 5.0 }.into()),
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        material: std_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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        ..default()
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    });
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    // A quad that shows the outputs of the prepass
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    // To make it easy, we just draw a big quad right in front of the camera. For a real application, this isn't ideal.
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    commands.spawn((
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        MaterialMeshBundle {
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            mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()),
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            material: depth_materials.add(PrepassOutputMaterial {
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                show_depth: 0.0,
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                show_normal: 0.0,
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            }),
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            transform: Transform::from_xyz(-0.75, 1.25, 3.0)
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                .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
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            ..default()
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        },
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        NotShadowCaster,
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    ));
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    // Opaque cube using the StandardMaterial
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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            material: std_materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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            transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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            ..default()
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        },
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        Rotates,
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    ));
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    // Cube with alpha mask
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        material: std_materials.add(StandardMaterial {
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            alpha_mode: AlphaMode::Mask(1.0),
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            base_color_texture: Some(asset_server.load("branding/icon.png")),
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            ..default()
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        }),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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    });
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    // Cube with alpha blending.
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    // Transparent materials are ignored by the prepass
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        material: materials.add(CustomMaterial {
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            color: Color::WHITE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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            alpha_mode: AlphaMode::Blend,
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        }),
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        transform: Transform::from_xyz(1.0, 0.5, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 1500.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    let style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 18.0,
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        color: Color::WHITE,
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    };
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    commands.spawn(
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        TextBundle::from_sections(vec![
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            TextSection::new("Prepass Output: transparent\n", style.clone()),
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            TextSection::new("\n\n", style.clone()),
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            TextSection::new("Controls\n", style.clone()),
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            TextSection::new("---------------\n", style.clone()),
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            TextSection::new("Space - Change output\n", style),
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        ])
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            position: UiRect {
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                top: Val::Px(10.0),
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                left: Val::Px(10.0),
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                ..default()
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            },
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            ..default()
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        }),
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    );
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}
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// This is the struct that will be passed to your shader
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#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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pub struct CustomMaterial {
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    #[uniform(0)]
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    color: Color,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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    alpha_mode: AlphaMode,
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}
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/// Not shown in this example, but if you need to specialize your material, the specialize
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/// function will also be used by the prepass
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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material.wgsl".into()
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    }
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    fn alpha_mode(&self) -> AlphaMode {
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        self.alpha_mode
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    }
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    // You can override the default shaders used in the prepass if your material does
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    // anything not supported by the default prepass
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    // fn prepass_fragment_shader() -> ShaderRef {
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    //     "shaders/custom_material.wgsl".into()
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    // }
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}
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#[derive(Component)]
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struct Rotates;
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fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
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    for mut t in q.iter_mut() {
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        let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
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        t.rotation = Quat::from_rotation_z(rot);
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    }
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}
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// This shader simply loads the prepass texture and outputs it directly
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#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "0af99895-b96e-4451-bc12-c6b1c1c52750"]
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pub struct PrepassOutputMaterial {
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    #[uniform(0)]
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    show_depth: f32,
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    #[uniform(1)]
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    show_normal: f32,
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}
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impl Material for PrepassOutputMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/show_prepass.wgsl".into()
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    }
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    // This needs to be transparent in order to show the scene behind the mesh
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    fn alpha_mode(&self) -> AlphaMode {
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        AlphaMode::Blend
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    }
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}
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fn update(
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    keycode: Res<Input<KeyCode>>,
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    material_handle: Query<&Handle<PrepassOutputMaterial>>,
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    mut materials: ResMut<Assets<PrepassOutputMaterial>>,
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    mut text: Query<&mut Text>,
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) {
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    if keycode.just_pressed(KeyCode::Space) {
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        let handle = material_handle.single();
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        let mut mat = materials.get_mut(handle).unwrap();
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        let out_text;
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        if mat.show_depth == 1.0 {
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            out_text = "normal";
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            mat.show_depth = 0.0;
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            mat.show_normal = 1.0;
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        } else if mat.show_normal == 1.0 {
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            out_text = "transparent";
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            mat.show_depth = 0.0;
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            mat.show_normal = 0.0;
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        } else {
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            out_text = "depth";
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            mat.show_depth = 1.0;
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            mat.show_normal = 0.0;
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        }
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        let mut text = text.single_mut();
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        text.sections[0].value = format!("Prepass Output: {out_text}\n");
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    }
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}
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