2import bevy_pbr::render::{ 3 mesh_view_bindings::globals, 4 forward_io::VertexOutput, 7fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> { 12 let l_ = L + 0.3963377774 * a + 0.2158037573 * b; 13 let m_ = L - 0.1055613458 * a - 0.0638541728 * b; 14 let s_ = L - 0.0894841775 * a - 1.2914855480 * b; 21 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, 22 -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, 23 -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s, 28fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { 32 let t_1 = sin(globals.time * speed) * 0.5 + 0.5; 33 let t_2 = cos(globals.time * speed); 35 let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4; 38 let red = vec3<f32>(0.627955, 0.224863, 0.125846); 39 let green = vec3<f32>(0.86644, -0.233887, 0.179498); 40 let blue = vec3<f32>(0.701674, 0.274566, -0.169156); 41 let white = vec3<f32>(1.0, 0.0, 0.0); 42 let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center); 44 return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);