# Objective - Make the example a little easier to follow by removing unnecessary steps. ## Solution - `Assets<Image>` will give us a handle for our render texture if we call `add()` instead of `set()`. No need to set it manually; one less thing to think about while reading the example.
		
			
				
	
	
		
			250 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			250 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    core_pipeline::{
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        draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
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    },
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    prelude::*,
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    render::{
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        camera::{ActiveCamera, Camera, CameraTypePlugin, RenderTarget},
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        render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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        render_phase::RenderPhase,
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        render_resource::{
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            Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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        },
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        renderer::RenderContext,
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        view::RenderLayers,
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        RenderApp, RenderStage,
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    },
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};
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#[derive(Component, Default)]
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pub struct FirstPassCamera;
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// The name of the final node of the first pass.
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pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
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fn main() {
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    let mut app = App::new();
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    app.insert_resource(Msaa { samples: 4 }) // Use 4x MSAA
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        .add_plugins(DefaultPlugins)
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        .add_plugin(CameraTypePlugin::<FirstPassCamera>::default())
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        .add_startup_system(setup)
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        .add_system(cube_rotator_system)
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        .add_system(rotator_system);
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    let render_app = app.sub_app_mut(RenderApp);
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    let driver = FirstPassCameraDriver::new(&mut render_app.world);
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    // This will add 3D render phases for the new camera.
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    render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
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    let mut graph = render_app.world.resource_mut::<RenderGraph>();
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    // Add a node for the first pass.
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    graph.add_node(FIRST_PASS_DRIVER, driver);
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    // The first pass's dependencies include those of the main pass.
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    graph
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        .add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
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        .unwrap();
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    // Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
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    graph
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        .add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
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        .unwrap();
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    graph
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        .add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
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        .unwrap();
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    app.run();
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}
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// Add 3D render phases for FIRST_PASS_CAMERA.
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fn extract_first_pass_camera_phases(
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    mut commands: Commands,
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    active: Res<ActiveCamera<FirstPassCamera>>,
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) {
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    if let Some(entity) = active.get() {
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        commands.get_or_spawn(entity).insert_bundle((
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            RenderPhase::<Opaque3d>::default(),
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            RenderPhase::<AlphaMask3d>::default(),
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            RenderPhase::<Transparent3d>::default(),
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        ));
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    }
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}
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// A node for the first pass camera that runs draw_3d_graph with this camera.
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struct FirstPassCameraDriver {
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    query: QueryState<Entity, With<FirstPassCamera>>,
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}
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impl FirstPassCameraDriver {
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    pub fn new(render_world: &mut World) -> Self {
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        Self {
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            query: QueryState::new(render_world),
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        }
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    }
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}
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impl Node for FirstPassCameraDriver {
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    fn update(&mut self, world: &mut World) {
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        self.query.update_archetypes(world);
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    }
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    fn run(
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        &self,
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        graph: &mut RenderGraphContext,
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        _render_context: &mut RenderContext,
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        world: &World,
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    ) -> Result<(), NodeRunError> {
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        for camera in self.query.iter_manual(world) {
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            graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(camera)])?;
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        }
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        Ok(())
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    }
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}
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// Marks the first pass cube (rendered to a texture.)
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#[derive(Component)]
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struct FirstPassCube;
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// Marks the main pass cube, to which the texture is applied.
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#[derive(Component)]
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struct MainPassCube;
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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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    mut images: ResMut<Assets<Image>>,
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    mut clear_colors: ResMut<RenderTargetClearColors>,
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) {
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    let size = Extent3d {
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        width: 512,
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        height: 512,
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        ..default()
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    };
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    // This is the texture that will be rendered to.
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    let mut image = Image {
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        texture_descriptor: TextureDescriptor {
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            label: None,
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            size,
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            dimension: TextureDimension::D2,
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            format: TextureFormat::Bgra8UnormSrgb,
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            mip_level_count: 1,
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            sample_count: 1,
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            usage: TextureUsages::TEXTURE_BINDING
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                | TextureUsages::COPY_DST
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                | TextureUsages::RENDER_ATTACHMENT,
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        },
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        ..default()
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    };
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    // fill image.data with zeroes
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    image.resize(size);
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    let image_handle = images.add(image);
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    let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
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    let cube_material_handle = materials.add(StandardMaterial {
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        base_color: Color::rgb(0.8, 0.7, 0.6),
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        reflectance: 0.02,
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        unlit: false,
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        ..default()
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    });
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    // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
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    let first_pass_layer = RenderLayers::layer(1);
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    // The cube that will be rendered to the texture.
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    commands
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        .spawn_bundle(PbrBundle {
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            mesh: cube_handle,
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            material: cube_material_handle,
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            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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            ..default()
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        })
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        .insert(FirstPassCube)
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        .insert(first_pass_layer);
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    // Light
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    // NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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    commands.spawn_bundle(PointLightBundle {
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        transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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        ..default()
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    });
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    // First pass camera
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    let render_target = RenderTarget::Image(image_handle.clone());
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    clear_colors.insert(render_target.clone(), Color::WHITE);
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    commands
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        .spawn_bundle(PerspectiveCameraBundle::<FirstPassCamera> {
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            camera: Camera {
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                target: render_target,
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                ..default()
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            },
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            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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                .looking_at(Vec3::default(), Vec3::Y),
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            ..PerspectiveCameraBundle::new()
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        })
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        .insert(first_pass_layer);
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    // NOTE: omitting the RenderLayers component for this camera may cause a validation error:
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    //
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    // thread 'main' panicked at 'wgpu error: Validation Error
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    //
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    //    Caused by:
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    //        In a RenderPass
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    //          note: encoder = `<CommandBuffer-(0, 1, Metal)>`
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    //        In a pass parameter
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    //          note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
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    //        Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
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    //
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    // This happens because the texture would be written and read in the same frame, which is not allowed.
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    // So either render layers must be used to avoid this, or the texture must be double buffered.
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    let cube_size = 4.0;
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    let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
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    // This material has the texture that has been rendered.
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    let material_handle = materials.add(StandardMaterial {
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        base_color_texture: Some(image_handle),
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        reflectance: 0.02,
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        unlit: false,
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        ..default()
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    });
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    // Main pass cube, with material containing the rendered first pass texture.
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    commands
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        .spawn_bundle(PbrBundle {
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            mesh: cube_handle,
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            material: material_handle,
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            transform: Transform {
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                translation: Vec3::new(0.0, 0.0, 1.5),
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                rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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                ..default()
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            },
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            ..default()
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        })
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        .insert(MainPassCube);
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    // The main pass camera.
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    commands.spawn_bundle(PerspectiveCameraBundle {
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        transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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            .looking_at(Vec3::default(), Vec3::Y),
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        ..default()
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    });
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}
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/// Rotates the inner cube (first pass)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
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    for mut transform in query.iter_mut() {
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        transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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        transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
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    }
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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    for mut transform in query.iter_mut() {
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        transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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        transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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    }
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}
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