# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases different blend modes.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding        | Action                              |
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| //! |:-------------------|:------------------------------------|
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| //! | `Up` / `Down`      | Increase / Decrease Alpha           |
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| //! | `Left` / `Right`   | Rotate Camera                       |
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| //! | `H`                | Toggle HDR                          |
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| //! | `Spacebar`         | Toggle Unlit                        |
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| //! | `C`                | Randomize Colors                    |
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| 
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| use bevy::{color::palettes::css::ORANGE, prelude::*};
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| use rand::random;
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| 
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| fn main() {
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|     let mut app = App::new();
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| 
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|     app.add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, example_control_system);
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| 
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|     // Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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|     // Since this example uses HDR, we must disable MSAA for WASM builds, at least
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|     // until WebGPU is ready and no longer behind a feature flag in Web browsers.
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|     #[cfg(target_arch = "wasm32")]
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|     app.insert_resource(Msaa::Off);
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| 
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|     app.run();
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| }
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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<StandardMaterial>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     let base_color = Color::srgb(0.9, 0.2, 0.3);
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|     let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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| 
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|     // Opaque
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|     let opaque = commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: icosphere_mesh.clone(),
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|                 material: materials.add(StandardMaterial {
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|                     base_color,
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|                     alpha_mode: AlphaMode::Opaque,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(-4.0, 0.0, 0.0),
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|                 ..default()
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|             },
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Blend
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|     let blend = commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: icosphere_mesh.clone(),
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|                 material: materials.add(StandardMaterial {
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|                     base_color,
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|                     alpha_mode: AlphaMode::Blend,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(-2.0, 0.0, 0.0),
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|                 ..default()
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|             },
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Premultiplied
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|     let premultiplied = commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: icosphere_mesh.clone(),
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|                 material: materials.add(StandardMaterial {
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|                     base_color,
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|                     alpha_mode: AlphaMode::Premultiplied,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(0.0, 0.0, 0.0),
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|                 ..default()
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|             },
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Add
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|     let add = commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: icosphere_mesh.clone(),
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|                 material: materials.add(StandardMaterial {
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|                     base_color,
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|                     alpha_mode: AlphaMode::Add,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(2.0, 0.0, 0.0),
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|                 ..default()
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|             },
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Multiply
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|     let multiply = commands
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|         .spawn((
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|             PbrBundle {
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|                 mesh: icosphere_mesh,
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|                 material: materials.add(StandardMaterial {
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|                     base_color,
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|                     alpha_mode: AlphaMode::Multiply,
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|                     ..default()
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|                 }),
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|                 transform: Transform::from_xyz(4.0, 0.0, 0.0),
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|                 ..default()
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|             },
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Chessboard Plane
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|     let black_material = materials.add(Color::BLACK);
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|     let white_material = materials.add(Color::WHITE);
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| 
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|     let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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| 
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|     for x in -3..4 {
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|         for z in -3..4 {
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|             commands.spawn((
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|                 PbrBundle {
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|                     mesh: plane_mesh.clone(),
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|                     material: if (x + z) % 2 == 0 {
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|                         black_material.clone()
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|                     } else {
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|                         white_material.clone()
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|                     },
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|                     transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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|                     ..default()
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|                 },
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|                 ExampleControls {
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|                     unlit: false,
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|                     color: true,
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|                 },
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|             ));
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|         }
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|     }
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| 
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|     // Light
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|     commands.spawn(PointLightBundle {
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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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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Controls Text
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|     let text_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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|         ..default()
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|     };
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| 
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|     let label_text_style = TextStyle {
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|         font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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|         font_size: 25.0,
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|         color: ORANGE.into(),
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|     };
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| 
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
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|             text_style.clone(),
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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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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|     );
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| 
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|     commands.spawn((
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|         TextBundle::from_section("", text_style).with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(10.0),
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|             right: Val::Px(10.0),
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|             ..default()
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|         }),
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|         ExampleDisplay,
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|     ));
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| 
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|     let mut label = |entity: Entity, label: &str| {
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|         commands
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|             .spawn((
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|                 NodeBundle {
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|                     style: Style {
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|                         position_type: PositionType::Absolute,
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|                         ..default()
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|                     },
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|                     ..default()
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|                 },
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|                 ExampleLabel { entity },
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|             ))
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|             .with_children(|parent| {
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|                 parent.spawn(
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|                     TextBundle::from_section(label, label_text_style.clone())
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|                         .with_style(Style {
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|                             position_type: PositionType::Absolute,
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|                             bottom: Val::ZERO,
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|                             ..default()
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|                         })
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|                         .with_no_wrap(),
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|                 );
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|             });
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|     };
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| 
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|     label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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|     label(blend, "┌─ Blend\n│\n│\n│");
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|     label(premultiplied, "┌─ Premultiplied\n│\n│");
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|     label(add, "┌─ Add\n│");
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|     label(multiply, "┌─ Multiply");
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| }
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| 
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| #[derive(Component)]
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| struct ExampleControls {
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|     unlit: bool,
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|     color: bool,
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| }
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| 
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| #[derive(Component)]
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| struct ExampleLabel {
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|     entity: Entity,
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| }
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| 
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| struct ExampleState {
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|     alpha: f32,
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|     unlit: bool,
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| }
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| 
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| #[derive(Component)]
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| struct ExampleDisplay;
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| 
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| impl Default for ExampleState {
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|     fn default() -> Self {
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|         ExampleState {
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|             alpha: 0.9,
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|             unlit: false,
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|         }
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|     }
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn example_control_system(
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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|     mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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|     mut labels: Query<(&mut Style, &ExampleLabel)>,
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|     mut display: Query<&mut Text, With<ExampleDisplay>>,
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|     labelled: Query<&GlobalTransform>,
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|     mut state: Local<ExampleState>,
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if input.pressed(KeyCode::ArrowUp) {
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|         state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
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|     } else if input.pressed(KeyCode::ArrowDown) {
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|         state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
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|     }
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| 
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|     if input.just_pressed(KeyCode::Space) {
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|         state.unlit = !state.unlit;
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|     }
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| 
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|     let randomize_colors = input.just_pressed(KeyCode::KeyC);
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| 
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|     for (material_handle, controls) in &controllable {
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|         let material = materials.get_mut(material_handle).unwrap();
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| 
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|         if controls.color && randomize_colors {
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|             material.base_color = Srgba {
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|                 red: random(),
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|                 green: random(),
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|                 blue: random(),
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|                 alpha: state.alpha,
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|             }
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|             .into();
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|         } else {
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|             material.base_color.set_alpha(state.alpha);
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|         }
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| 
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|         if controls.unlit {
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|             material.unlit = state.unlit;
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|         }
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|     }
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| 
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|     let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
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| 
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|     if input.just_pressed(KeyCode::KeyH) {
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|         camera.hdr = !camera.hdr;
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|     }
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| 
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|     let rotation = if input.pressed(KeyCode::ArrowLeft) {
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|         time.delta_seconds()
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|     } else if input.pressed(KeyCode::ArrowRight) {
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|         -time.delta_seconds()
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|     } else {
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|         0.0
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|     };
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| 
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|     camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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| 
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|     for (mut style, label) in &mut labels {
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|         let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
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| 
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|         let viewport_position = camera
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|             .world_to_viewport(camera_global_transform, world_position)
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|             .unwrap();
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| 
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|         style.top = Val::Px(viewport_position.y);
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|         style.left = Val::Px(viewport_position.x);
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|     }
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| 
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|     let mut display = display.single_mut();
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|     display.sections[0].value = format!(
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|         "  HDR: {}\nAlpha: {:.2}",
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|         if camera.hdr { "ON " } else { "OFF" },
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|         state.alpha
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|     );
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| }
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