 9b92de9e35
			
		
	
	
		9b92de9e35
		
			
		
	
	
	
	
		
			
			# Objective - `AlphaMode` derives `Reflect`, but wasn't registered with the app and type registry ## Solution - `app.register_type::<AlphaMode>()`
		
			
				
	
	
		
			331 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			331 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| #![allow(clippy::type_complexity)]
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| 
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| pub mod wireframe;
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| 
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| mod alpha;
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| mod bundle;
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| mod environment_map;
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| mod fog;
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| mod light;
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| mod material;
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| mod parallax;
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| mod pbr_material;
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| mod prepass;
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| mod render;
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| mod ssao;
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| 
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| pub use alpha::*;
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| pub use bundle::*;
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| pub use environment_map::EnvironmentMapLight;
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| pub use fog::*;
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| pub use light::*;
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| pub use material::*;
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| pub use parallax::*;
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| pub use pbr_material::*;
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| pub use prepass::*;
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| pub use render::*;
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| pub use ssao::*;
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| 
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| pub mod prelude {
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|     #[doc(hidden)]
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|     pub use crate::{
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|         alpha::AlphaMode,
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|         bundle::{
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|             DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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|             SpotLightBundle,
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|         },
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|         environment_map::EnvironmentMapLight,
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|         fog::{FogFalloff, FogSettings},
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|         light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
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|         material::{Material, MaterialPlugin},
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|         parallax::ParallaxMappingMethod,
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|         pbr_material::StandardMaterial,
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|         ssao::ScreenSpaceAmbientOcclusionPlugin,
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|     };
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| }
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| 
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| pub mod draw_3d_graph {
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|     pub mod node {
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|         /// Label for the shadow pass node.
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|         pub const SHADOW_PASS: &str = "shadow_pass";
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|     }
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| }
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| 
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| use bevy_app::prelude::*;
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| use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
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| use bevy_ecs::prelude::*;
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| use bevy_reflect::TypeUuid;
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| use bevy_render::{
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|     camera::CameraUpdateSystem,
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|     extract_resource::ExtractResourcePlugin,
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|     prelude::Color,
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|     render_graph::RenderGraph,
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|     render_phase::sort_phase_system,
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|     render_resource::Shader,
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|     view::{ViewSet, VisibilitySystems},
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|     ExtractSchedule, Render, RenderApp, RenderSet,
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| };
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| use bevy_transform::TransformSystem;
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| use environment_map::EnvironmentMapPlugin;
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| 
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| pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
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| pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
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| pub const UTILS_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
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| pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
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| pub const PBR_LIGHTING_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
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| pub const SHADOWS_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
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| pub const PBR_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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| pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137);
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| pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
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| pub const PBR_AMBIENT_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2441520459096337034);
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| pub const PARALLAX_MAPPING_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17035894873630133905);
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| 
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| /// Sets up the entire PBR infrastructure of bevy.
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| pub struct PbrPlugin {
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|     /// Controls if the prepass is enabled for the StandardMaterial.
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|     /// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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|     pub prepass_enabled: bool,
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| }
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| 
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| impl Default for PbrPlugin {
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|     fn default() -> Self {
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|         Self {
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|             prepass_enabled: true,
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|         }
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|     }
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| }
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| 
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| impl Plugin for PbrPlugin {
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|     fn build(&self, app: &mut App) {
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|         load_internal_asset!(
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|             app,
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|             PBR_TYPES_SHADER_HANDLE,
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|             "render/pbr_types.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_BINDINGS_SHADER_HANDLE,
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|             "render/pbr_bindings.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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|         load_internal_asset!(
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|             app,
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|             CLUSTERED_FORWARD_HANDLE,
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|             "render/clustered_forward.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_LIGHTING_HANDLE,
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|             "render/pbr_lighting.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             SHADOWS_HANDLE,
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|             "render/shadows.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_FUNCTIONS_HANDLE,
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|             "render/pbr_functions.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_AMBIENT_HANDLE,
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|             "render/pbr_ambient.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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|         load_internal_asset!(
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|             app,
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|             PBR_PREPASS_SHADER_HANDLE,
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|             "render/pbr_prepass.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PARALLAX_MAPPING_SHADER_HANDLE,
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|             "render/parallax_mapping.wgsl",
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|             Shader::from_wgsl
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|         );
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| 
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|         app.register_asset_reflect::<StandardMaterial>()
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|             .register_type::<AlphaMode>()
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|             .register_type::<AmbientLight>()
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|             .register_type::<Cascade>()
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|             .register_type::<CascadeShadowConfig>()
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|             .register_type::<Cascades>()
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|             .register_type::<CascadesVisibleEntities>()
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|             .register_type::<ClusterConfig>()
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|             .register_type::<ClusterFarZMode>()
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|             .register_type::<ClusterZConfig>()
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|             .register_type::<CubemapVisibleEntities>()
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|             .register_type::<DirectionalLight>()
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|             .register_type::<DirectionalLightShadowMap>()
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|             .register_type::<NotShadowCaster>()
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|             .register_type::<NotShadowReceiver>()
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|             .register_type::<PointLight>()
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|             .register_type::<PointLightShadowMap>()
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|             .register_type::<SpotLight>()
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|             .init_resource::<AmbientLight>()
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|             .init_resource::<GlobalVisiblePointLights>()
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|             .init_resource::<DirectionalLightShadowMap>()
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|             .init_resource::<PointLightShadowMap>()
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|             .add_plugins((
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|                 MeshRenderPlugin,
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|                 MaterialPlugin::<StandardMaterial> {
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|                     prepass_enabled: self.prepass_enabled,
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|                     ..Default::default()
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|                 },
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|                 ScreenSpaceAmbientOcclusionPlugin,
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|                 EnvironmentMapPlugin,
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|                 ExtractResourcePlugin::<AmbientLight>::default(),
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|                 FogPlugin,
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|             ))
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|             .configure_sets(
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|                 PostUpdate,
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|                 (
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|                     SimulationLightSystems::AddClusters,
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|                     SimulationLightSystems::AddClustersFlush,
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|                     SimulationLightSystems::AssignLightsToClusters,
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|                 )
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|                     .chain(),
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|             )
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|             .add_systems(
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|                 PostUpdate,
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|                 (
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|                     add_clusters.in_set(SimulationLightSystems::AddClusters),
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|                     apply_deferred.in_set(SimulationLightSystems::AddClustersFlush),
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|                     assign_lights_to_clusters
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|                         .in_set(SimulationLightSystems::AssignLightsToClusters)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(VisibilitySystems::CheckVisibility)
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|                         .after(CameraUpdateSystem),
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|                     update_directional_light_cascades
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|                         .in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(CameraUpdateSystem),
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|                     update_directional_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         // This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
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|                         .after(VisibilitySystems::CheckVisibility)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::UpdateDirectionalLightCascades)
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|                         // We assume that no entity will be both a directional light and a spot light,
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|                         // so these systems will run independently of one another.
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|                         // FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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|                         .ambiguous_with(update_spot_light_frusta),
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|                     update_point_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::AssignLightsToClusters),
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|                     update_spot_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::AssignLightsToClusters),
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|                     check_light_mesh_visibility
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|                         .in_set(SimulationLightSystems::CheckLightVisibility)
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|                         .after(VisibilitySystems::CalculateBoundsFlush)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::UpdateLightFrusta)
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|                         // NOTE: This MUST be scheduled AFTER the core renderer visibility check
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|                         // because that resets entity ComputedVisibility for the first view
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|                         // which would override any results from this otherwise
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|                         .after(VisibilitySystems::CheckVisibility),
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|                 ),
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|             );
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| 
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|         app.world
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|             .resource_mut::<Assets<StandardMaterial>>()
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|             .set_untracked(
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|                 Handle::<StandardMaterial>::default(),
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|                 StandardMaterial {
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|                     base_color: Color::rgb(1.0, 0.0, 0.5),
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|                     unlit: true,
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|                     ..Default::default()
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|                 },
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|             );
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| 
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|         let render_app = match app.get_sub_app_mut(RenderApp) {
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|             Ok(render_app) => render_app,
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|             Err(_) => return,
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|         };
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| 
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|         // Extract the required data from the main world
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|         render_app
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|             .configure_sets(
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|                 Render,
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|                 (
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|                     RenderLightSystems::PrepareLights.in_set(RenderSet::Prepare),
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|                     RenderLightSystems::PrepareClusters.in_set(RenderSet::Prepare),
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|                     RenderLightSystems::QueueShadows.in_set(RenderSet::Queue),
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|                 ),
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|             )
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|             .add_systems(
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|                 ExtractSchedule,
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|                 (
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|                     render::extract_clusters.in_set(RenderLightSystems::ExtractClusters),
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|                     render::extract_lights.in_set(RenderLightSystems::ExtractLights),
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|                 ),
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|             )
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|             .add_systems(
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|                 Render,
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|                 (
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|                     render::prepare_lights
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|                         .before(ViewSet::PrepareUniforms)
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|                         .in_set(RenderLightSystems::PrepareLights),
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|                     // A sync is needed after prepare_lights, before prepare_view_uniforms,
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|                     // because prepare_lights creates new views for shadow mapping
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|                     apply_deferred
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|                         .in_set(RenderSet::Prepare)
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|                         .after(RenderLightSystems::PrepareLights)
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|                         .before(ViewSet::PrepareUniforms),
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|                     render::prepare_clusters
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|                         .after(render::prepare_lights)
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|                         .in_set(RenderLightSystems::PrepareClusters),
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|                     sort_phase_system::<Shadow>.in_set(RenderSet::PhaseSort),
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|                 ),
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|             )
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|             .init_resource::<LightMeta>();
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| 
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|         let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
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|         let mut graph = render_app.world.resource_mut::<RenderGraph>();
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|         let draw_3d_graph = graph
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|             .get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
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|             .unwrap();
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|         draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
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|         draw_3d_graph.add_node_edge(
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|             draw_3d_graph::node::SHADOW_PASS,
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|             bevy_core_pipeline::core_3d::graph::node::START_MAIN_PASS,
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|         );
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|     }
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| 
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|     fn finish(&self, app: &mut App) {
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|         let render_app = match app.get_sub_app_mut(RenderApp) {
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|             Ok(render_app) => render_app,
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|             Err(_) => return,
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|         };
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| 
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|         // Extract the required data from the main world
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|         render_app
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|             .init_resource::<ShadowSamplers>()
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|             .init_resource::<GlobalLightMeta>();
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|     }
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| }
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