#import bevy_pbr::mesh_types #import bevy_pbr::mesh_view_bindings @group(1) @binding(0) var mesh: Mesh; // NOTE: Bindings must come before functions that use them! #import bevy_pbr::mesh_functions struct Vertex { @location(0) position: vec3, @location(1) normal: vec3, @location(2) uv: vec2, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip(mesh.model, vec4(vertex.position, 1.0)); out.uv = vertex.uv; return out; } struct Time { time_since_startup: f32, }; @group(2) @binding(0) var time: Time; 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, ); } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let speed = 2.0; let t_1 = sin(time.time_since_startup * speed) * 0.5 + 0.5; let t_2 = cos(time.time_since_startup * 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); }