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animate_shader.wgsl
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animate_shader.wgsl
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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);
}