#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0,0.92,0.5673333333333335); vec3 colorB=vec3(0.30000000000000016,0.93,0.9999999999999999); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(step(0.21866517776719852, 1. * (fract(st.x)))); pct.r=0.6679452793561887; pct.g=pct.g; pct.b=min(1. * cos(u_time * 0.8001959201280185), 1. * cos(u_time * 0.7656451810313888)); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }










