A shader that uses dynamic data like the time since startup. The time data is in the globals binding which is part of the mesh_view_bindings shader import.
use ;
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/animate_shader.wgsl";
// 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,
}
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 ;
}
@fragment
let speed = 2.0;
// The globals binding contains various global values like time
// which is the time since startup in seconds
let t_1 = * 0.5 + 0.5;
let t_2 = ;
let distance_to_center = * 1.4;
// blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
let red = ;
let green = ;
let blue = ;
let white = ;
let mixed = ;
return ;
}