#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(ceil(smoothstep(0.4529667060045026, st.y, 1.))); pct.r=st.x * cos(u_time * 0.41109477557014595); pct.g=st.x * cos(u_time * 0.5465749160681177); pct.b=pct.b; color=mix(u_colorB,u_colorA,pct); gl_FragColor=vec4(color,1.); } colorsA = 0.5800000000000001, 0.6779999999999999, 1 colorsB = 0.9999999999999999, 0.9519999999999997, 0.64












