Bloom

Struct Bloom 

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pub struct Bloom {
Show 14 fields pub context: GraphicsContext, pub format: TextureFormat, pub threshold: PostProcessingEffect, pub mipmap_generator: MipmapGenerator, pub blur_texture: BindableTexture, pub mip_blur_pipeline: RenderPipeline, pub gaussian_pipeline: RenderPipeline, pub blur_direction_buffer_0: Buffer, pub blur_direction_buffer_1: Buffer, pub blur_direction_group_0: BindGroup, pub blur_direction_group_1: BindGroup, pub blur_direction_layout: BindGroupLayout, pub pingpong: [BindableTexture; 2], pub lighting_params: Arc<BindGroup>,
}

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§context: GraphicsContext§format: TextureFormat§threshold: PostProcessingEffect§mipmap_generator: MipmapGenerator§blur_texture: BindableTexture§mip_blur_pipeline: RenderPipeline§gaussian_pipeline: RenderPipeline§blur_direction_buffer_0: Buffer§blur_direction_buffer_1: Buffer§blur_direction_group_0: BindGroup§blur_direction_group_1: BindGroup§blur_direction_layout: BindGroupLayout§pingpong: [BindableTexture; 2]§lighting_params: Arc<BindGroup>

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impl Bloom

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pub fn new( context: &GraphicsContext, shaders: &mut ShaderMap, format: TextureFormat, lighting_params: Arc<BindGroup>, lighting_params_layout: &BindGroupLayout, ) -> Self

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pub fn draw( &self, device: &Device, layout: &BindGroupLayout, first_pass_bind_group: &BindGroup, encoder: &mut CommandEncoder, )

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pub fn blit_final( &self, encoder: &mut CommandEncoder, shaders: &mut ShaderMap, pipelines: &mut PipelineMap, output_view: &TextureView, target_format: TextureFormat, params: &GlobalLightingParams, )

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impl !Freeze for Bloom

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impl !RefUnwindSafe for Bloom

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impl Send for Bloom

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impl Sync for Bloom

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impl Unpin for Bloom

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impl !UnwindSafe for Bloom

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