#import bevy_pbr::{ mesh_view_bindings::globals, forward_io::VertexOutput, } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let speed = 3.0; 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(0.5)) * 1.4; 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 pos = vec3(in.position[0], in.position[1], in.position[2]); let mixed = mix(pos, mix(green, white, t_2), distance_to_center); return vec4(mixed, 1.0); }