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//! **Bloom** — demonstrates the bloom post-process with emissive materials.
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//!
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//! A glowing sphere (emissive intensity 2.0) produces a visible halo. The scene
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//! also contains a lit ground plane and a cube for reference.
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//!
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//! ## Controls
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//! | Key | Action |
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//! |-----|--------|
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//! | Drag (LMB) | Orbit camera |
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//! | Wheel | Zoom |
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//! | `R` | Reset camera |
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//! | `+` / `-` | Bloom threshold up/down |
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//! | `[` / `]` | Bloom intensity up/down |
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//! | `I` / `O` | Bloom radius up/down |
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//! | `E` | Exposure up (×1.3) |
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//! | `Q` | Exposure down (÷1.3) |
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//! | `0` | Reset exposure |
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//!
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//! ## Build & Run
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//! ```sh
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//! cargo run -p wsg-lib --example bloom
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//! ```
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use glam::{Quat, Vec3};
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use winit::event::MouseButton;
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use winit::keyboard::KeyCode;
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use wsg_lib::app::AppBuilder;
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use wsg_lib::camera::CameraController;
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use wsg_lib::core::{BloomConfig, ToneMapper, Transform};
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use wsg_lib::mesh::{cube, icosphere, plane};
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use wsg_lib::AppHandler;
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use wsg_lib::utils::WsgError;
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struct BloomDemo {
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camera: CameraController,
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angle: f32,
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/// Runtime bloom config (mirrors the App's internal state for display/adjustment).
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bloom: BloomConfig,
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}
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impl AppHandler for BloomDemo {
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fn setup(&mut self, app: &mut wsg_lib::App) {
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app.scene
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.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
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.unwrap();
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// Ground plane.
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app.scene
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.create_mesh("ground_mesh", plane(8.0, 8.0, 1, 1), None)
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.unwrap();
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app.scene.add_entity("ground", "ground_mesh").unwrap();
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// Cube (lit, non-emissive — reference).
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app.scene
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.create_mesh("cube_mesh", cube(0.7), None)
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.unwrap();
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let mut cube_tf = Transform::identity();
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cube_tf.translation = Vec3::new(1.5, 0.35, 0.0);
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app.scene
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.add_entity_with_transform("cube_e", "cube_mesh", cube_tf)
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.unwrap();
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// Glowing sphere (emissive intensity 2.0 → HDR bloom).
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app.scene
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.add_material_shader("glow_mat", "standard")
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.unwrap();
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app.scene
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.set_material_emissive("glow_mat", [1.0, 0.3, 0.05, 2.0])
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.unwrap();
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app.scene
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.create_mesh("glow_mesh", icosphere(0.35, 3), Some("glow_mat"))
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.unwrap();
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let mut glow_tf = Transform::identity();
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glow_tf.translation = Vec3::new(0.0, 0.5, 0.0);
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app.scene
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.add_entity_with_transform("glow_e", "glow_mesh", glow_tf)
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.unwrap();
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// Second glow (blue, higher intensity for more dramatic bloom).
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app.scene
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.add_material_shader("blue_glow_mat", "standard")
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.unwrap();
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app.scene
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.set_material_emissive("blue_glow_mat", [0.2, 0.5, 1.0, 3.0])
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.unwrap();
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app.scene
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.create_mesh("blue_glow_mesh", icosphere(0.25, 3), Some("blue_glow_mat"))
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.unwrap();
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let mut blue_tf = Transform::identity();
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blue_tf.translation = Vec3::new(-1.5, 0.4, 0.0);
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app.scene
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.add_entity_with_transform("blue_glow_e", "blue_glow_mesh", blue_tf)
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.unwrap();
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// Directional light (warm, from above-right).
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let light_dir = Vec3::new(1.0, 1.5, 0.8).normalize();
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app.scene
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.add_directional_light(light_dir, [1.0, 0.95, 0.88], 1.2)
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.unwrap();
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app.scene.set_ambient([0.12, 0.12, 0.15]);
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// Camera.
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self.camera.yaw = 0.4;
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self.camera.pitch = 0.3;
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self.camera.distance = 5.0;
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self.camera.target = Vec3::new(0.0, 0.5, 0.0);
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self.camera.apply_to(app.scene.camera_mut());
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// Sync bloom config from the App.
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if let Some(cfg) = app.bloom_config() {
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self.bloom = cfg.clone();
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}
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}
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fn update(&mut self, app: &mut wsg_lib::App) {
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// Orbit camera.
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let (dx, dy) = app.input.mouse_delta();
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if app.input.mouse_button_held(MouseButton::Left) {
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self.camera.orbit(dx, dy);
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}
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let (_, sy) = app.input.scroll_delta();
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self.camera.zoom(sy);
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if app.input.key_pressed(KeyCode::KeyR) {
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self.camera.yaw = 0.4;
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self.camera.pitch = 0.3;
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self.camera.distance = 5.0;
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}
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self.camera.apply_to(app.scene.camera_mut());
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// Bloom threshold (+/-).
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if app.input.key_pressed(KeyCode::Equal) {
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self.bloom.threshold += 0.1;
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom threshold = {:.2}", self.bloom.threshold);
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}
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if app.input.key_pressed(KeyCode::Minus) {
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self.bloom.threshold = (self.bloom.threshold - 0.1).max(0.0);
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom threshold = {:.2}", self.bloom.threshold);
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}
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// Bloom intensity ([/]).
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if app.input.key_pressed(KeyCode::BracketRight) {
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self.bloom.intensity += 0.1;
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom intensity = {:.2}", self.bloom.intensity);
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}
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if app.input.key_pressed(KeyCode::BracketLeft) {
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self.bloom.intensity = (self.bloom.intensity - 0.1).max(0.0);
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom intensity = {:.2}", self.bloom.intensity);
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}
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// Bloom radius (I/O).
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if app.input.key_pressed(KeyCode::KeyI) {
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self.bloom.radius += 0.5;
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom radius = {:.1}", self.bloom.radius);
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}
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if app.input.key_pressed(KeyCode::KeyO) {
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self.bloom.radius = (self.bloom.radius - 0.5).max(0.5);
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app.set_bloom_config(self.bloom.clone());
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eprintln!("bloom radius = {:.1}", self.bloom.radius);
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}
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// Exposure (E/Q/0).
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if app.input.key_pressed(KeyCode::KeyE) {
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app.set_exposure(app.exposure() * 1.3);
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eprintln!("exposure = {:.2}", app.exposure());
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}
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if app.input.key_pressed(KeyCode::KeyQ) {
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app.set_exposure(app.exposure() / 1.3);
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eprintln!("exposure = {:.2}", app.exposure());
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}
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if app.input.key_pressed(KeyCode::Digit0) {
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app.set_exposure(1.0);
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eprintln!("exposure reset to 1.0");
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}
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// Slow rotation of the glow spheres.
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self.angle += 0.01;
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let mut tf = *app
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.scene
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.entity_transform("glow_e")
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.expect("glow entity present");
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tf.rotation = Quat::from_rotation_y(self.angle);
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app.scene.set_entity_transform("glow_e", tf);
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let mut tf2 = *app
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.scene
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.entity_transform("blue_glow_e")
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.expect("blue glow entity present");
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tf2.rotation = Quat::from_rotation_y(-self.angle * 0.7);
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app.scene.set_entity_transform("blue_glow_e", tf2);
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}
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fn render(&mut self, app: &mut wsg_lib::App, frame: &wsg_lib::core::Frame) {
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app.render_scene(frame.view());
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}
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}
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#[pollster::main]
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async fn main() -> Result<(), WsgError> {
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let app = AppBuilder::new()
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.title("WSG Bloom")
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.size(960, 640)
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.with_hdr(ToneMapper::Aces)
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.with_bloom(BloomConfig::default())
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.build()
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.await?;
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app.run(BloomDemo {
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camera: CameraController::default(),
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angle: 0.0,
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bloom: BloomConfig::default(),
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})
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}
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