#![warn(missing_docs)] //! A plugin for the Bevy game engine which provides a black and white dither post-process effect //! using Bayer ordered dithering. use bevy::{ asset::embedded_asset, core_pipeline::core_3d::graph::{Core3d, Node3d}, prelude::*, render::{ extract_component::ExtractComponentPlugin, render_graph::{RenderGraphApp, ViewNodeRunner}, RenderApp, }, }; use crate::components::DitherPostProcessSettings; pub use nodes::DitherRenderLabel; /// Plugin which provides dither post-processing functionality pub struct DitherPostProcessPlugin; /// Components used by this plugin pub mod components; mod nodes; mod resources; impl Plugin for DitherPostProcessPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "../assets/shaders/dither_post_process.wgsl"); app.add_plugins((ExtractComponentPlugin::::default(),)); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_render_graph_node::>( Core3d, nodes::DitherRenderLabel, ) .add_render_graph_edges( Core3d, ( Node3d::Tonemapping, nodes::DitherRenderLabel, Node3d::EndMainPassPostProcessing, ), ); } fn finish(&self, app: &mut App) { let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.init_resource::(); } }