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- // 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::globals,
- forward_io::VertexOutput,
- }
- fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> {
- 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<f32>(
- 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<f32> {
- 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<f32>(0.5)) * 1.4;
- // blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
- let red = vec3<f32>(0.627955, 0.224863, 0.125846);
- let green = vec3<f32>(0.86644, -0.233887, 0.179498);
- let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
- let white = vec3<f32>(1.0, 0.0, 0.0);
- let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center);
- return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);
- }
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