 # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
		
			
				
	
	
		
			321 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			321 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::f32::consts::PI;
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use bevy::{
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    core_pipeline::{
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        experimental::taa::{
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            TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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        },
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        fxaa::{Fxaa, Sensitivity},
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    },
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    pbr::CascadeShadowConfigBuilder,
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    prelude::*,
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    render::{
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        render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat},
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        texture::ImageSampler,
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    },
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};
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fn main() {
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    App::new()
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        .insert_resource(Msaa::Off)
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        .add_plugins(DefaultPlugins)
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        .add_plugin(TemporalAntiAliasPlugin)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (modify_aa, update_ui))
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        .run();
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}
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fn modify_aa(
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    keys: Res<Input<KeyCode>>,
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    mut camera: Query<
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        (
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            Entity,
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            Option<&mut Fxaa>,
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            Option<&TemporalAntiAliasSettings>,
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        ),
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        With<Camera>,
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    >,
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    mut msaa: ResMut<Msaa>,
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    mut commands: Commands,
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) {
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    let (camera_entity, fxaa, taa) = camera.single_mut();
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    let mut camera = commands.entity(camera_entity);
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    // No AA
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    if keys.just_pressed(KeyCode::Key1) {
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        *msaa = Msaa::Off;
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        camera.remove::<Fxaa>();
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        camera.remove::<TemporalAntiAliasBundle>();
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    }
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    // MSAA
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    if keys.just_pressed(KeyCode::Key2) && *msaa == Msaa::Off {
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        camera.remove::<Fxaa>();
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        camera.remove::<TemporalAntiAliasBundle>();
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        *msaa = Msaa::Sample4;
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    }
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    // MSAA Sample Count
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    if *msaa != Msaa::Off {
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        if keys.just_pressed(KeyCode::Q) {
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            *msaa = Msaa::Sample2;
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        }
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        if keys.just_pressed(KeyCode::W) {
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            *msaa = Msaa::Sample4;
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        }
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        if keys.just_pressed(KeyCode::E) {
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            *msaa = Msaa::Sample8;
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        }
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    }
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    // FXAA
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    if keys.just_pressed(KeyCode::Key3) && fxaa.is_none() {
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        *msaa = Msaa::Off;
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        camera.remove::<TemporalAntiAliasBundle>();
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        camera.insert(Fxaa::default());
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    }
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    // FXAA Settings
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    if let Some(mut fxaa) = fxaa {
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        if keys.just_pressed(KeyCode::Q) {
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            fxaa.edge_threshold = Sensitivity::Low;
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            fxaa.edge_threshold_min = Sensitivity::Low;
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        }
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        if keys.just_pressed(KeyCode::W) {
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            fxaa.edge_threshold = Sensitivity::Medium;
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            fxaa.edge_threshold_min = Sensitivity::Medium;
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        }
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        if keys.just_pressed(KeyCode::E) {
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            fxaa.edge_threshold = Sensitivity::High;
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            fxaa.edge_threshold_min = Sensitivity::High;
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        }
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        if keys.just_pressed(KeyCode::R) {
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            fxaa.edge_threshold = Sensitivity::Ultra;
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            fxaa.edge_threshold_min = Sensitivity::Ultra;
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        }
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        if keys.just_pressed(KeyCode::T) {
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            fxaa.edge_threshold = Sensitivity::Extreme;
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            fxaa.edge_threshold_min = Sensitivity::Extreme;
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        }
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    }
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    // TAA
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    if keys.just_pressed(KeyCode::Key4) && taa.is_none() {
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        *msaa = Msaa::Off;
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        camera.remove::<Fxaa>();
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        camera.insert(TemporalAntiAliasBundle::default());
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    }
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}
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fn update_ui(
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    camera: Query<(Option<&Fxaa>, Option<&TemporalAntiAliasSettings>), With<Camera>>,
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    msaa: Res<Msaa>,
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    mut ui: Query<&mut Text>,
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) {
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    let (fxaa, taa) = camera.single();
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    let mut ui = ui.single_mut();
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    let ui = &mut ui.sections[0].value;
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    *ui = "Antialias Method\n".to_string();
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    if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
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        ui.push_str("(1) *No AA*\n");
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    } else {
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        ui.push_str("(1) No AA\n");
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    }
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    if *msaa != Msaa::Off {
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        ui.push_str("(2) *MSAA*\n");
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    } else {
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        ui.push_str("(2) MSAA\n");
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    }
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    if fxaa.is_some() {
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        ui.push_str("(3) *FXAA*\n");
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    } else {
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        ui.push_str("(3) FXAA\n");
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    }
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    if taa.is_some() {
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        ui.push_str("(4) *TAA*");
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    } else {
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        ui.push_str("(4) TAA");
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    }
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    if *msaa != Msaa::Off {
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        ui.push_str("\n\n----------\n\nSample Count\n");
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        if *msaa == Msaa::Sample2 {
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            ui.push_str("(Q) *2*\n");
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        } else {
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            ui.push_str("(Q) 2\n");
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        }
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        if *msaa == Msaa::Sample4 {
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            ui.push_str("(W) *4*\n");
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        } else {
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            ui.push_str("(W) 4\n");
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        }
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        if *msaa == Msaa::Sample8 {
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            ui.push_str("(E) *8*");
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        } else {
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            ui.push_str("(E) 8");
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        }
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    }
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    if let Some(fxaa) = fxaa {
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        ui.push_str("\n\n----------\n\nSensitivity\n");
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        if fxaa.edge_threshold == Sensitivity::Low {
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            ui.push_str("(Q) *Low*\n");
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        } else {
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            ui.push_str("(Q) Low\n");
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        }
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        if fxaa.edge_threshold == Sensitivity::Medium {
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            ui.push_str("(W) *Medium*\n");
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        } else {
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            ui.push_str("(W) Medium\n");
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        }
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        if fxaa.edge_threshold == Sensitivity::High {
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            ui.push_str("(E) *High*\n");
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        } else {
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            ui.push_str("(E) High\n");
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        }
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        if fxaa.edge_threshold == Sensitivity::Ultra {
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            ui.push_str("(R) *Ultra*\n");
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        } else {
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            ui.push_str("(R) Ultra\n");
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        }
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        if fxaa.edge_threshold == Sensitivity::Extreme {
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            ui.push_str("(T) *Extreme*");
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        } else {
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            ui.push_str("(T) Extreme");
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        }
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    }
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}
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/// Set up a simple 3D scene
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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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    asset_server: Res<AssetServer>,
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) {
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    // Plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(5.0).into()),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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        ..default()
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    });
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    let cube_material = materials.add(StandardMaterial {
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        base_color_texture: Some(images.add(uv_debug_texture())),
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        ..default()
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    });
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    // Cubes
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    for i in 0..5 {
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        commands.spawn(PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })),
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            material: cube_material.clone(),
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            transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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            ..default()
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        });
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    }
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    // Flight Helmet
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    commands.spawn(SceneBundle {
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        scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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        ..default()
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    });
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    // Light
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_rotation(Quat::from_euler(
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            EulerRot::ZYX,
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            0.0,
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            PI * -0.15,
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            PI * -0.15,
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        )),
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        cascade_shadow_config: CascadeShadowConfigBuilder {
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            maximum_distance: 3.0,
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            first_cascade_far_bound: 0.9,
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            ..default()
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        }
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        .into(),
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        ..default()
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    });
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    // Camera
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    commands.spawn(Camera3dBundle {
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        camera: Camera {
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            hdr: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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        ..default()
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    });
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    // UI
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    commands.spawn(
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        TextBundle::from_section(
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            "",
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            TextStyle {
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                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                font_size: 20.0,
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                color: Color::BLACK,
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            },
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            top: 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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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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    const TEXTURE_SIZE: usize = 8;
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    let mut palette: [u8; 32] = [
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        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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    ];
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    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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    for y in 0..TEXTURE_SIZE {
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        let offset = TEXTURE_SIZE * y * 4;
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        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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        palette.rotate_right(4);
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    }
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    let mut img = Image::new_fill(
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        Extent3d {
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            width: TEXTURE_SIZE as u32,
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            height: TEXTURE_SIZE as u32,
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            depth_or_array_layers: 1,
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        },
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        TextureDimension::D2,
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        &texture_data,
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        TextureFormat::Rgba8UnormSrgb,
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    );
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    img.sampler_descriptor = ImageSampler::Descriptor(SamplerDescriptor::default());
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    img
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}
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