# Objective
- Simplify `Camera` initialization
- allow effects to require HDR
## Solution
- Split out `Camera.hdr` into a marker `Hdr` component
## Testing
- ran `bloom_3d` example
---
## Showcase
```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))
// after
commands.spawn((Camera3d, Hdr));
// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
		
	
			
		
			
				
	
	
		
			416 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			416 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates screen space reflections in deferred rendering.
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use std::ops::Range;
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use bevy::{
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    anti_aliasing::fxaa::Fxaa,
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    color::palettes::css::{BLACK, WHITE},
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    core_pipeline::Skybox,
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    image::{
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        ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
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        ImageSamplerDescriptor,
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    },
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    input::mouse::MouseWheel,
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    math::{vec3, vec4},
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    pbr::{
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        DefaultOpaqueRendererMethod, ExtendedMaterial, MaterialExtension, ScreenSpaceReflections,
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    },
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    prelude::*,
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    render::{
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        render_resource::{AsBindGroup, ShaderRef, ShaderType},
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        view::Hdr,
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    },
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/water_material.wgsl";
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// The speed of camera movement.
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const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.1;
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const CAMERA_KEYBOARD_ORBIT_SPEED: f32 = 0.02;
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const CAMERA_MOUSE_WHEEL_ZOOM_SPEED: f32 = 0.25;
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// We clamp camera distances to this range.
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const CAMERA_ZOOM_RANGE: Range<f32> = 2.0..12.0;
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static TURN_SSR_OFF_HELP_TEXT: &str = "Press Space to turn screen-space reflections off";
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static TURN_SSR_ON_HELP_TEXT: &str = "Press Space to turn screen-space reflections on";
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static MOVE_CAMERA_HELP_TEXT: &str =
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    "Press WASD or use the mouse wheel to pan and orbit the camera";
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static SWITCH_TO_FLIGHT_HELMET_HELP_TEXT: &str = "Press Enter to switch to the flight helmet model";
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static SWITCH_TO_CUBE_HELP_TEXT: &str = "Press Enter to switch to the cube model";
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/// A custom [`ExtendedMaterial`] that creates animated water ripples.
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct Water {
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    /// The normal map image.
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    ///
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    /// Note that, like all normal maps, this must not be loaded as sRGB.
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    #[texture(100)]
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    #[sampler(101)]
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    normals: Handle<Image>,
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    // Parameters to the water shader.
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    #[uniform(102)]
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    settings: WaterSettings,
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}
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/// Parameters to the water shader.
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#[derive(ShaderType, Debug, Clone)]
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struct WaterSettings {
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    /// How much to displace each octave each frame, in the u and v directions.
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    /// Two octaves are packed into each `vec4`.
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    octave_vectors: [Vec4; 2],
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    /// How wide the waves are in each octave.
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    octave_scales: Vec4,
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    /// How high the waves are in each octave.
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    octave_strengths: Vec4,
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}
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/// The current settings that the user has chosen.
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#[derive(Resource)]
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struct AppSettings {
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    /// Whether screen space reflections are on.
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    ssr_on: bool,
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    /// Which model is being displayed.
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    displayed_model: DisplayedModel,
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}
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/// Which model is being displayed.
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#[derive(Default)]
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enum DisplayedModel {
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    /// The cube is being displayed.
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    #[default]
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    Cube,
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    /// The flight helmet is being displayed.
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    FlightHelmet,
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}
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/// A marker component for the cube model.
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#[derive(Component)]
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struct CubeModel;
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/// A marker component for the flight helmet model.
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#[derive(Component)]
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struct FlightHelmetModel;
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fn main() {
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    // Enable deferred rendering, which is necessary for screen-space
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    // reflections at this time. Disable multisampled antialiasing, as deferred
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    // rendering doesn't support that.
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    App::new()
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        .insert_resource(DefaultOpaqueRendererMethod::deferred())
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        .init_resource::<AppSettings>()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Screen Space Reflections Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Water>>::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, rotate_model)
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        .add_systems(Update, move_camera)
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        .add_systems(Update, adjust_app_settings)
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        .run();
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}
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// Set up the 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 standard_materials: ResMut<Assets<StandardMaterial>>,
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    mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Water>>>,
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    asset_server: Res<AssetServer>,
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    app_settings: Res<AppSettings>,
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) {
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    spawn_cube(
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        &mut commands,
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        &asset_server,
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        &mut meshes,
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        &mut standard_materials,
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    );
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    spawn_flight_helmet(&mut commands, &asset_server);
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    spawn_water(
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        &mut commands,
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        &asset_server,
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        &mut meshes,
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        &mut water_materials,
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    );
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    spawn_camera(&mut commands, &asset_server);
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    spawn_text(&mut commands, &app_settings);
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}
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// Spawns the rotating cube.
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fn spawn_cube(
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    commands: &mut Commands,
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    asset_server: &AssetServer,
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    meshes: &mut Assets<Mesh>,
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    standard_materials: &mut Assets<StandardMaterial>,
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) {
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    commands
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        .spawn((
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            Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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            MeshMaterial3d(standard_materials.add(StandardMaterial {
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                base_color: Color::from(WHITE),
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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::from_xyz(0.0, 0.5, 0.0),
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        ))
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        .insert(CubeModel);
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}
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// Spawns the flight helmet.
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fn spawn_flight_helmet(commands: &mut Commands, asset_server: &AssetServer) {
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    commands.spawn((
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        SceneRoot(
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            asset_server
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                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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        ),
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        Transform::from_scale(Vec3::splat(2.5)),
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        FlightHelmetModel,
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        Visibility::Hidden,
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    ));
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}
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// Spawns the water plane.
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fn spawn_water(
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    commands: &mut Commands,
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    asset_server: &AssetServer,
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    meshes: &mut Assets<Mesh>,
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    water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>,
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) {
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0)))),
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        MeshMaterial3d(water_materials.add(ExtendedMaterial {
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            base: StandardMaterial {
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                base_color: BLACK.into(),
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                perceptual_roughness: 0.0,
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                ..default()
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            },
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            extension: Water {
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                normals: asset_server.load_with_settings::<Image, ImageLoaderSettings>(
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                    "textures/water_normals.png",
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                    |settings| {
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                        settings.is_srgb = false;
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                        settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
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                            address_mode_u: ImageAddressMode::Repeat,
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                            address_mode_v: ImageAddressMode::Repeat,
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                            mag_filter: ImageFilterMode::Linear,
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                            min_filter: ImageFilterMode::Linear,
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                            ..default()
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                        });
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                    },
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                ),
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                // These water settings are just random values to create some
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                // variety.
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                settings: WaterSettings {
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                    octave_vectors: [
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                        vec4(0.080, 0.059, 0.073, -0.062),
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                        vec4(0.153, 0.138, -0.149, -0.195),
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                    ],
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                    octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 5.0,
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                    octave_strengths: vec4(0.16, 0.18, 0.093, 0.044),
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                },
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            },
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        })),
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        Transform::from_scale(Vec3::splat(100.0)),
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    ));
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}
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// Spawns the camera.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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    // Create the camera. Add an environment map and skybox so the water has
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    // something interesting to reflect, other than the cube. Enable deferred
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    // rendering by adding depth and deferred prepasses. Turn on FXAA to make
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    // the scene look a little nicer. Finally, add screen space reflections.
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    commands
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        .spawn((
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            Camera3d::default(),
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            Transform::from_translation(vec3(-1.25, 2.25, 4.5)).looking_at(Vec3::ZERO, Vec3::Y),
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            Hdr,
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            Msaa::Off,
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        ))
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        .insert(EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 5000.0,
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            ..default()
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        })
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        .insert(Skybox {
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            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            brightness: 5000.0,
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            ..default()
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        })
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        .insert(ScreenSpaceReflections::default())
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        .insert(Fxaa::default());
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}
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// Spawns the help text.
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fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
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    commands.spawn((
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        create_text(app_settings),
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        Node {
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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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// Creates or recreates the help text.
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fn create_text(app_settings: &AppSettings) -> Text {
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    format!(
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        "{}\n{}\n{}",
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        match app_settings.displayed_model {
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            DisplayedModel::Cube => SWITCH_TO_FLIGHT_HELMET_HELP_TEXT,
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            DisplayedModel::FlightHelmet => SWITCH_TO_CUBE_HELP_TEXT,
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        },
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        if app_settings.ssr_on {
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            TURN_SSR_OFF_HELP_TEXT
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        } else {
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            TURN_SSR_ON_HELP_TEXT
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        },
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        MOVE_CAMERA_HELP_TEXT
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    )
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    .into()
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}
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impl MaterialExtension for Water {
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    fn deferred_fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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/// Rotates the model on the Y axis a bit every frame.
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fn rotate_model(
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    mut query: Query<&mut Transform, Or<(With<CubeModel>, With<FlightHelmetModel>)>>,
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    time: Res<Time>,
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) {
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    for mut transform in query.iter_mut() {
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        transform.rotation = Quat::from_euler(EulerRot::XYZ, 0.0, time.elapsed_secs(), 0.0);
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    }
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}
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// Processes input related to camera movement.
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fn move_camera(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut mouse_wheel_input: EventReader<MouseWheel>,
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    mut cameras: Query<&mut Transform, With<Camera>>,
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) {
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    let (mut distance_delta, mut theta_delta) = (0.0, 0.0);
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    // Handle keyboard events.
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    if keyboard_input.pressed(KeyCode::KeyW) {
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        distance_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
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    }
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    if keyboard_input.pressed(KeyCode::KeyS) {
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        distance_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
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    }
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    if keyboard_input.pressed(KeyCode::KeyA) {
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        theta_delta += CAMERA_KEYBOARD_ORBIT_SPEED;
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    }
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    if keyboard_input.pressed(KeyCode::KeyD) {
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        theta_delta -= CAMERA_KEYBOARD_ORBIT_SPEED;
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    }
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    // Handle mouse events.
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    for mouse_wheel_event in mouse_wheel_input.read() {
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        distance_delta -= mouse_wheel_event.y * CAMERA_MOUSE_WHEEL_ZOOM_SPEED;
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    }
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    // Update transforms.
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    for mut camera_transform in cameras.iter_mut() {
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        let local_z = camera_transform.local_z().as_vec3().normalize_or_zero();
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        if distance_delta != 0.0 {
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            camera_transform.translation = (camera_transform.translation.length() + distance_delta)
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                .clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end)
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                * local_z;
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        }
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        if theta_delta != 0.0 {
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            camera_transform
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                .translate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, theta_delta));
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            camera_transform.look_at(Vec3::ZERO, Vec3::Y);
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        }
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    }
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}
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// Adjusts app settings per user input.
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fn adjust_app_settings(
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    mut commands: Commands,
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut app_settings: ResMut<AppSettings>,
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    mut cameras: Query<Entity, With<Camera>>,
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    mut cube_models: Query<&mut Visibility, (With<CubeModel>, Without<FlightHelmetModel>)>,
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    mut flight_helmet_models: Query<&mut Visibility, (Without<CubeModel>, With<FlightHelmetModel>)>,
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    mut text: Query<&mut Text>,
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) {
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    // If there are no changes, we're going to bail for efficiency. Record that
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    // here.
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    let mut any_changes = false;
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    // If the user pressed Space, toggle SSR.
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        app_settings.ssr_on = !app_settings.ssr_on;
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        any_changes = true;
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    }
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    // If the user pressed Enter, switch models.
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    if keyboard_input.just_pressed(KeyCode::Enter) {
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        app_settings.displayed_model = match app_settings.displayed_model {
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            DisplayedModel::Cube => DisplayedModel::FlightHelmet,
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            DisplayedModel::FlightHelmet => DisplayedModel::Cube,
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        };
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        any_changes = true;
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    }
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    // If there were no changes, bail.
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    if !any_changes {
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        return;
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    }
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    // Update SSR settings.
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    for camera in cameras.iter_mut() {
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        if app_settings.ssr_on {
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            commands
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                .entity(camera)
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                .insert(ScreenSpaceReflections::default());
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        } else {
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            commands.entity(camera).remove::<ScreenSpaceReflections>();
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        }
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    }
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    // Set cube model visibility.
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    for mut cube_visibility in cube_models.iter_mut() {
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        *cube_visibility = match app_settings.displayed_model {
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            DisplayedModel::Cube => Visibility::Visible,
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            _ => Visibility::Hidden,
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        }
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    }
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    // Set flight helmet model visibility.
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    for mut flight_helmet_visibility in flight_helmet_models.iter_mut() {
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        *flight_helmet_visibility = match app_settings.displayed_model {
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            DisplayedModel::FlightHelmet => Visibility::Visible,
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            _ => Visibility::Hidden,
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        };
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    }
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    // Update the help text.
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    for mut text in text.iter_mut() {
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        *text = create_text(&app_settings);
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    }
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}
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impl Default for AppSettings {
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    fn default() -> Self {
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        Self {
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            ssr_on: true,
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            displayed_model: default(),
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        }
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    }
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}
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