bevyengine / bevyengine/bevy

Extreme Bloom on non-emissive dark surface. WebGl2 & Linux only

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#14,288 5 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug
Dominant language
Rust
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Description

## Bevy version
v0.14.0

## Relevant system information
cargo 1.79.0 (ffa9cf99a 2024-06-03)
rustc 1.79.0 (129f3b996 2024-06-10)
Arch Linux (EndeavorOS), KDE, (tested both Wayland and X11)
Firefox 127.0.2 & Chrome 126.0.6478.126
Nvidia 3080 Driver version 555.58.02

AdapterInfo { name: "NVIDIA GeForce GTX 980, or similar", vendor: 4318, device: 0, device_type: Other, driver: "WebGL", driver_info: "2.0", backend: Gl }

## What you did

I imported a model in my game that had a black material with a metallic value of 1.0

## What went wrong

I was expecting it to display the same on PC and web, but on the web, the bloom went bonkers and covered the whole screen.

## Additional information
I was able to replicate this in Bevy's bloom_3d example by changing one of the materials, specifically replace [these lines](https://github.com/bevyengine/bevy/blob/b231ebbc195e12ae47616748e532c8dbc24218dd/examples/3d/bloom_3d.rs#L51-L54) with this:
```rust
let material_emissive3 = materials.add(StandardMaterial {
base_color: Color::BLACK,
metallic: 1.0,
..default()
});
```
Here's a screenshot of my game, with the PC version running normally:
![image](https://github.com/user-attachments/assets/37e21eb8-128b-4727-b894-94954898919f)
Here's in Firefox showing the issue with the bloom (same result in Chrome)
![image](https://github.com/user-attachments/assets/5669c52e-a1f5-4562-a13d-4a9985e34579)

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