//! The bloom chain: its pipelines and the octaves below the pool's top one.
use RenderResult;
use crateMtlPostDevice;
use crate;
// Built for any world with a 3D scene (only its uniforms vary at runtime), at
// the output resolution so the glow stays on the panel's pixel grid. Without a
// scene there is nothing to threshold, and the graph never inserts the Bloom
// pass.
pub