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use bevy::{ |
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core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass}, |
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light::NotShadowCaster, |
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pbr::PbrPlugin, |
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prelude::*, |
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reflect::TypePath, |
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render::render_resource::{AsBindGroup, ShaderType}, |
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shader::ShaderRef, |
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}; |
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|
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const PREPASS_SHADER_ASSET_PATH: &str = "shaders/show_prepass.wesl"; |
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const MATERIAL_SHADER_ASSET_PATH: &str = "shaders/custom_material.wesl"; |
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|
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fn main() { |
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App::new() |
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.add_plugins(( |
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DefaultPlugins.set(PbrPlugin { |
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|
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..default() |
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}), |
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MaterialPlugin::<CustomMaterial>::default(), |
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MaterialPlugin::<PrepassOutputMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.add_systems(Update, (rotate, toggle_prepass_view)) |
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.run(); |
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} |
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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<CustomMaterial>>, |
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mut std_materials: ResMut<Assets<StandardMaterial>>, |
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mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y), |
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|
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Msaa::Off, |
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|
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|
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DepthPrepass, |
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NormalPrepass, |
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|
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MotionVectorPrepass, |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), |
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MeshMaterial3d(std_materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Rectangle::new(20.0, 20.0))), |
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MeshMaterial3d(depth_materials.add(PrepassOutputMaterial { |
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settings: ShowPrepassSettings::default(), |
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})), |
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Transform::from_xyz(-0.75, 1.25, 3.0).looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y), |
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NotShadowCaster, |
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)); |
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|
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(materials.add(CustomMaterial { |
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color: LinearRgba::WHITE, |
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color_texture: Some(asset_server.load("branding/icon.png")), |
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alpha_mode: AlphaMode::Opaque, |
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})), |
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Transform::from_xyz(-1.0, 0.5, 0.0), |
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Rotates, |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(std_materials.add(StandardMaterial { |
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alpha_mode: AlphaMode::Mask(1.0), |
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base_color_texture: Some(asset_server.load("branding/icon.png")), |
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..default() |
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})), |
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Transform::from_xyz(0.0, 0.5, 0.0), |
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)); |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(materials.add(CustomMaterial { |
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color: LinearRgba::WHITE, |
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color_texture: Some(asset_server.load("branding/icon.png")), |
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alpha_mode: AlphaMode::Blend, |
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})), |
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Transform::from_xyz(1.0, 0.5, 0.0), |
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)); |
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commands.spawn(( |
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PointLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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Transform::from_xyz(4.0, 8.0, 4.0), |
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)); |
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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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top: px(12), |
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left: px(12), |
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..default() |
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}, |
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children![ |
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TextSpan::new("Prepass Output: transparent\n"), |
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TextSpan::new("\n\n"), |
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TextSpan::new("Controls\n"), |
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TextSpan::new("---------------\n"), |
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TextSpan::new("Space - Change output\n"), |
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], |
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)); |
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} |
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|
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct CustomMaterial { |
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#[uniform(0)] |
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color: LinearRgba, |
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#[texture(1)] |
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#[sampler(2)] |
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color_texture: Option<Handle<Image>>, |
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alpha_mode: AlphaMode, |
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} |
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impl Material for CustomMaterial { |
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fn fragment_shader() -> ShaderRef { |
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MATERIAL_SHADER_ASSET_PATH.into() |
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} |
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fn alpha_mode(&self) -> AlphaMode { |
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self.alpha_mode |
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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 Rotates; |
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|
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fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) { |
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for mut t in q.iter_mut() { |
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let rot = (ops::sin(time.elapsed_secs()) * 0.5 + 0.5) * std::f32::consts::PI * 2.0; |
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t.rotation = Quat::from_rotation_z(rot); |
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} |
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} |
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|
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#[derive(Debug, Clone, Default, ShaderType)] |
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struct ShowPrepassSettings { |
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show_depth: u32, |
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show_normals: u32, |
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show_motion_vectors: u32, |
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padding_1: u32, |
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padding_2: u32, |
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} |
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct PrepassOutputMaterial { |
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#[uniform(0)] |
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settings: ShowPrepassSettings, |
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} |
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impl Material for PrepassOutputMaterial { |
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fn fragment_shader() -> ShaderRef { |
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PREPASS_SHADER_ASSET_PATH.into() |
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} |
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fn alpha_mode(&self) -> AlphaMode { |
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AlphaMode::Blend |
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} |
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fn enable_prepass() -> bool { |
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false |
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} |
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} |
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|
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fn toggle_prepass_view( |
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mut prepass_view: Local<u32>, |
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keycode: Res<ButtonInput<KeyCode>>, |
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material_handle: Single<&MeshMaterial3d<PrepassOutputMaterial>>, |
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mut materials: ResMut<Assets<PrepassOutputMaterial>>, |
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text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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if keycode.just_pressed(KeyCode::Space) { |
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*prepass_view = (*prepass_view + 1) % 4; |
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|
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let label = match *prepass_view { |
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0 => "transparent", |
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1 => "depth", |
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2 => "normals", |
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3 => "motion vectors", |
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_ => unreachable!(), |
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}; |
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let text = *text; |
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*writer.text(text, 1) = format!("Prepass Output: {label}\n"); |
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writer.for_each_color(text, |mut color| { |
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color.0 = Color::WHITE; |
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}); |
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|
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let mut mat = materials.get_mut(*material_handle).unwrap(); |
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mat.settings.show_depth = (*prepass_view == 1) as u32; |
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mat.settings.show_normals = (*prepass_view == 2) as u32; |
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mat.settings.show_motion_vectors = (*prepass_view == 3) as u32; |
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} |
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} |