 afbbbd7335
			
		
	
	
		afbbbd7335
		
			
		
	
	
	
	
		
			
			# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			192 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates bloom post-processing in 2d.
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| 
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| use bevy::{
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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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|     prelude::*,
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|     sprite::MaterialMesh2dBundle,
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| };
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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)
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|         .add_systems(Update, update_bloom_settings)
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|         .run();
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| }
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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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|         Bloom::default(), // 3. Enable bloom for the camera
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|     ));
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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/bevy_bird_dark.png"),
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|         sprite: Sprite {
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|             color: Color::srgb(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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| 
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|     // Circle mesh
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: meshes.add(Circle::new(100.)).into(),
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|         // 4. Put something bright in a dark environment to see the effect
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|         material: materials.add(Color::srgb(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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| 
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|     // Hexagon mesh
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: meshes.add(RegularPolygon::new(100., 6)).into(),
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|         // 4. Put something bright in a dark environment to see the effect
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|         material: materials.add(Color::srgb(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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| 
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|     // UI
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|     commands.spawn(
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|         TextBundle::from_section("", TextStyle::default()).with_style(Style {
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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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| // ------------------------------------------------------------------------------------------------
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| 
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| fn update_bloom_settings(
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|     mut camera: Query<(Entity, Option<&mut Bloom>), With<Camera>>,
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|     mut text: Query<&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.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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| 
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|     match bloom {
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|         (entity, Some(mut bloom)) => {
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|             *text = "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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| 
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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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| 
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|             let dt = time.delta_seconds();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         (entity, None) => {
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|             *text = "Bloom: Off (Toggle: Space)".to_string();
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| 
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|             if keycode.just_pressed(KeyCode::Space) {
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|                 commands.entity(entity).insert(Bloom::default());
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|             }
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|         }
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|     }
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| }
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