#import bevy_pbr::mesh_types // The time since startup data is in the globals binding which is part of the mesh_view_bindings import #import bevy_pbr::mesh_view_bindings fn oklab_to_linear_srgb(c: vec3) -> vec3 { let L = c.x; let a = c.y; let b = c.z; let l_ = L + 0.3963377774 * a + 0.2158037573 * b; let m_ = L - 0.1055613458 * a - 0.0638541728 * b; let s_ = L - 0.0894841775 * a - 1.2914855480 * b; let l = l_ * l_ * l_; let m = m_ * m_ * m_; let s = s_ * s_ * s_; return vec3( 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s, ); } struct FragmentInput { #import bevy_pbr::mesh_vertex_output } @fragment fn fragment(in: FragmentInput) -> @location(0) vec4 { let speed = 2.0; // The globals binding contains various global values like time // which is the time since startup in seconds let t_1 = sin(globals.time * speed) * 0.5 + 0.5; let t_2 = cos(globals.time * speed); let distance_to_center = distance(in.uv, vec2(0.5)) * 1.4; // blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/ let red = vec3(0.627955, 0.224863, 0.125846); let green = vec3(0.86644, -0.233887, 0.179498); let blue = vec3(0.701674, 0.274566, -0.169156); let white = vec3(1.0, 0.0, 0.0); let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center); return vec4(oklab_to_linear_srgb(mixed), 1.0); }