# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
    /// The shadow's color
    pub color: Color,
    /// Horizontal offset
    pub x_offset: Val,
    /// Vertical offset
    pub y_offset: Val,
    /// Horizontal difference in size from the occluding uninode
    pub spread_radius: Val,
    /// Blurriness of the shadow
    pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
		
	
			
		
			
				
	
	
		
			225 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to create a node with a shadow
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use argh::FromArgs;
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use bevy::color::palettes::css::DEEP_SKY_BLUE;
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use bevy::color::palettes::css::LIGHT_SKY_BLUE;
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use bevy::prelude::*;
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use bevy::winit::WinitSettings;
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#[derive(FromArgs, Resource)]
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/// `box_shadow` example
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struct Args {
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    /// number of samples
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    #[argh(option, default = "4")]
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    samples: u32,
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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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        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    // `from_env` panics on the web
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    #[cfg(not(target_arch = "wasm32"))]
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    let args: Args = argh::from_env();
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    #[cfg(target_arch = "wasm32")]
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    let args = Args::from_args(&[], &[]).unwrap();
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    // ui camera
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    commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                padding: UiRect::all(Val::Px(30.)),
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                column_gap: Val::Px(30.),
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                flex_wrap: FlexWrap::Wrap,
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                ..default()
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            },
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            background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
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            ..Default::default()
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        })
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        .with_children(|commands| {
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            let example_nodes = [
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    10.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
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                (Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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                (Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    10.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    0.,
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                    10.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(25.),
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                    0.,
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                    0.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(25.),
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                    0.,
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                    0.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(25.),
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                    0.,
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                    10.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(25.),
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                    0.,
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                    10.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(25., 50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::MAX,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(25., 50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::MAX,
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                ),
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            ];
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            for (size, offset, spread, blur, border_radius) in example_nodes {
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                commands.spawn(box_shadow_node_bundle(
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                    size,
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                    offset,
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                    spread,
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                    blur,
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                    border_radius,
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                ));
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            }
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        });
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}
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fn box_shadow_node_bundle(
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    size: Vec2,
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    offset: Vec2,
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    spread: f32,
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    blur: f32,
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    border_radius: BorderRadius,
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) -> impl Bundle {
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    (
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        NodeBundle {
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            style: Style {
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                width: Val::Px(size.x),
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                height: Val::Px(size.y),
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                border: UiRect::all(Val::Px(4.)),
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                ..default()
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            },
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            border_color: BorderColor(LIGHT_SKY_BLUE.into()),
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            border_radius,
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            background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
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            ..Default::default()
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        },
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        BoxShadow {
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            color: Color::BLACK.with_alpha(0.8),
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            x_offset: Val::Percent(offset.x),
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            y_offset: Val::Percent(offset.y),
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            spread_radius: Val::Percent(spread),
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            blur_radius: Val::Px(blur),
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        },
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    )
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}
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