#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; uniform vec3 u_colorA; uniform vec3 u_colorB; void main(){ vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(sqrt(smoothstep(floor(1.), 0.05157151150929562, 1.))); pct.r=pct.r; pct.g=pct.g; pct.b=pct.b; color=mix(u_colorB,u_colorA,pct); gl_FragColor=vec4(color,1.); } u_colorA=(0.54,0.5706666666666669,1),u_colorB=(1,0.8200000000000001,0.946) u_colorA=(0.54,0.5706666666666669,1),u_colorB=(1,0.8200000000000001,0.946)















