#import bevy_sprite::mesh2d_vertex_output::VertexOutput @group(#{MATERIAL_BIND_GROUP}) @binding(0) var time: f32; @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { // Gradient from time, just to prove the uniform flows. let t = (sin(time) + 1.0) * 0.5; let col = mix(vec3(0.02, 0.02, 0.05), vec3(0.08, 0.04, 0.12), t); return vec4(col, 1.0); }