# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			220 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates bloom post-processing using HDR and emissive materials.
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use bevy::{
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    color::palettes::basic::GRAY,
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    core_pipeline::{
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        bloom::{Bloom, BloomCompositeMode},
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        tonemapping::Tonemapping,
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    },
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    math::ops,
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    prelude::*,
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};
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use std::{
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    collections::hash_map::DefaultHasher,
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    hash::{Hash, Hasher},
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup_scene)
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        .add_systems(Update, (update_bloom_settings, bounce_spheres))
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        .run();
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}
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fn setup_scene(
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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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) {
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    commands.spawn((
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        Camera3d::default(),
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        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::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        // 3. Enable bloom for the camera
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        Bloom::NATURAL,
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    ));
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    let material_emissive1 = materials.add(StandardMaterial {
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        emissive: LinearRgba::rgb(13.99, 5.32, 2.0), // 4. Put something bright in a dark environment to see the effect
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        ..default()
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    });
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    let material_emissive2 = materials.add(StandardMaterial {
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        emissive: LinearRgba::rgb(2.0, 13.99, 5.32),
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        ..default()
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    });
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    let material_emissive3 = materials.add(StandardMaterial {
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        emissive: LinearRgba::rgb(5.32, 2.0, 13.99),
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        ..default()
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    });
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    let material_non_emissive = materials.add(StandardMaterial {
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        base_color: GRAY.into(),
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        ..default()
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    });
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    let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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    for x in -5..5 {
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        for z in -5..5 {
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            // This generates a pseudo-random integer between `[0, 6)`, but deterministically so
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            // the same spheres are always the same colors.
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            let mut hasher = DefaultHasher::new();
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            (x, z).hash(&mut hasher);
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            let rand = (hasher.finish() - 2) % 6;
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            let material = match rand {
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                0 => material_emissive1.clone(),
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                1 => material_emissive2.clone(),
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                2 => material_emissive3.clone(),
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                3..=5 => material_non_emissive.clone(),
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                _ => unreachable!(),
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            };
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            commands.spawn((
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                Mesh3d(mesh.clone()),
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                MeshMaterial3d(material),
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                Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
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                Bouncing,
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            ));
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        }
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    }
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    // example instructions
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    commands.spawn((
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        Text::default(),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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// ------------------------------------------------------------------------------------------------
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fn update_bloom_settings(
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    camera: Single<(Entity, Option<&mut Bloom>), With<Camera>>,
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    mut text: Single<&mut Text>,
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    mut commands: Commands,
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    keycode: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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) {
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    let bloom = camera.into_inner();
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    match bloom {
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        (entity, Some(mut bloom)) => {
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            text.0 = "Bloom (Toggle: Space)\n".to_string();
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            text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
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            text.push_str(&format!(
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                "(W/S) Low-frequency boost: {}\n",
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                bloom.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.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.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.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!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
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            text.push_str(&format!(
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                "(U/J) Threshold softness: {}\n",
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                bloom.prefilter.threshold_softness
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            ));
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            if keycode.just_pressed(KeyCode::Space) {
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                commands.entity(entity).remove::<Bloom>();
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            }
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            let dt = time.delta_secs();
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            if keycode.pressed(KeyCode::KeyA) {
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                bloom.intensity -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::KeyQ) {
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                bloom.intensity += dt / 10.0;
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            }
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            bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
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            if keycode.pressed(KeyCode::KeyS) {
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                bloom.low_frequency_boost -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::KeyW) {
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                bloom.low_frequency_boost += dt / 10.0;
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            }
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            bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
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            if keycode.pressed(KeyCode::KeyD) {
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                bloom.low_frequency_boost_curvature -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::KeyE) {
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                bloom.low_frequency_boost_curvature += dt / 10.0;
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            }
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            bloom.low_frequency_boost_curvature =
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                bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
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            if keycode.pressed(KeyCode::KeyF) {
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                bloom.high_pass_frequency -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::KeyR) {
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                bloom.high_pass_frequency += dt / 10.0;
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            }
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            bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
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            if keycode.pressed(KeyCode::KeyG) {
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                bloom.composite_mode = BloomCompositeMode::Additive;
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            }
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            if keycode.pressed(KeyCode::KeyT) {
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                bloom.composite_mode = BloomCompositeMode::EnergyConserving;
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            }
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            if keycode.pressed(KeyCode::KeyH) {
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                bloom.prefilter.threshold -= dt;
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            }
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            if keycode.pressed(KeyCode::KeyY) {
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                bloom.prefilter.threshold += dt;
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            }
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            bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
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            if keycode.pressed(KeyCode::KeyJ) {
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                bloom.prefilter.threshold_softness -= dt / 10.0;
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            }
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            if keycode.pressed(KeyCode::KeyU) {
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                bloom.prefilter.threshold_softness += dt / 10.0;
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            }
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            bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
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        }
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        (entity, None) => {
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            text.0 = "Bloom: Off (Toggle: Space)".to_string();
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            if keycode.just_pressed(KeyCode::Space) {
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                commands.entity(entity).insert(Bloom::NATURAL);
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            }
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        }
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    }
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}
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#[derive(Component)]
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struct Bouncing;
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fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
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    for mut transform in query.iter_mut() {
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        transform.translation.y =
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            ops::sin(transform.translation.x + transform.translation.z + time.elapsed_secs());
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    }
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}
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