# Objective - Have a default font ## Solution - Add a font based on FiraMono containing only ASCII characters and use it as the default font - It is behind a feature `default_font` enabled by default - I also updated examples to use it, but not UI examples to still show how to use a custom font --- ## Changelog * If you display text without using the default handle provided by `TextStyle`, the text will be displayed
		
			
				
	
	
		
			210 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates bloom post-processing in 2d.
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use bevy::{
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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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    sprite::MaterialMesh2dBundle,
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};
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::DARK_GRAY))
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_bloom_settings)
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        .run();
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}
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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<ColorMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    commands.spawn((
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        Camera2dBundle {
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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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            ..default()
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        },
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        BloomSettings::default(), // 3. Enable bloom for the camera
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    ));
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    // Sprite
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    commands.spawn(SpriteBundle {
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        texture: asset_server.load("branding/icon.png"),
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        sprite: Sprite {
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            color: Color::rgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
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            custom_size: Some(Vec2::splat(160.0)),
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            ..default()
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        },
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        ..default()
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    });
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    // Circle mesh
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    commands.spawn(MaterialMesh2dBundle {
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        mesh: meshes.add(shape::Circle::new(100.).into()).into(),
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        // 4. Put something bright in a dark environment to see the effect
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        material: materials.add(ColorMaterial::from(Color::rgb(7.5, 0.0, 7.5))),
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        transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
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        ..default()
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    });
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    // Hexagon mesh
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    commands.spawn(MaterialMesh2dBundle {
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        mesh: meshes
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            .add(shape::RegularPolygon::new(100., 6).into())
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            .into(),
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        // 4. Put something bright in a dark environment to see the effect
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        material: materials.add(ColorMaterial::from(Color::rgb(6.25, 9.4, 9.1))),
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        transform: Transform::from_translation(Vec3::new(200., 0., 0.)),
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        ..default()
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    });
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    // UI
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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: 18.0,
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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(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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// ------------------------------------------------------------------------------------------------
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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<Input<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::A) {
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                bloom_settings.intensity -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::Q) {
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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::S) {
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                bloom_settings.low_frequency_boost -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::W) {
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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::D) {
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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::E) {
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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::F) {
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                bloom_settings.high_pass_frequency -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::R) {
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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::G) {
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                bloom_settings.composite_mode = BloomCompositeMode::Additive;
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            }
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            if keycode.pressed(KeyCode::T) {
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                bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
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            }
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            if keycode.pressed(KeyCode::H) {
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                bloom_settings.prefilter_settings.threshold -= dt;
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            }
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            if keycode.pressed(KeyCode::Y) {
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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::J) {
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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::U) {
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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::default());
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            }
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        }
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    }
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}
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