#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(clamp(0.6343175051846883, st.x * cos(u_time * 0.01044943814338839), clamp(0.074888616707107, exp(log(1. * sin(u_time * 0.5695597411666808))), 1.))); pct.r=0.003747714481372899; pct.g=pct.g; pct.b=st.x * cos(u_time * 0.6151349725938422); color=mix(u_colorB,u_colorA,pct); gl_FragColor=vec4(color,1.); }












