# Objective
- With the recent lighting changes, the default configuration in the
`bloom_3d` example is less clear what bloom actually does
- See [this
screenshot](4fdb1455d5 (r1494648414))
for a comparison.
- `bloom_3d` additionally uses a for-loop to spawn the spheres, which
can be turned into `commands::spawn_batch` call.
- The text is black, which is difficult to see on the gray background.
## Solution
- Increase emmisive values of materials.
- Set text to white.
## Showcase
Before:
<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">
After:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
	
			
		
			
				
	
	
		
			240 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates bloom post-processing using HDR and emissive materials.
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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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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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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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        // 3. Enable bloom for the camera
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        BloomSettings::NATURAL,
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    ));
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    let material_emissive1 = materials.add(StandardMaterial {
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        emissive: Color::linear_rgb(23000.0, 9000.0, 3000.0), // 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(3000.0, 23000.0, 9000.0),
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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(9000.0, 3000.0, 23000.0),
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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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    let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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    for x in -5..5 {
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        for z in -5..5 {
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            // This generates a pseudo-random integer between `[0, 6)`, but deterministically so
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            // the same spheres are always the same colors.
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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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            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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            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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    // 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::WHITE,
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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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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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    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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            if keycode.just_pressed(KeyCode::Space) {
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                commands.entity(entity).remove::<BloomSettings>();
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            }
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            let dt = time.delta_seconds();
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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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            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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            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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            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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            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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            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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            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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        (entity, None) => {
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            *text = "Bloom: Off (Toggle: Space)".to_string();
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            if keycode.just_pressed(KeyCode::Space) {
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                commands.entity(entity).insert(BloomSettings::NATURAL);
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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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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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