#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.7049999999999987,0,0.94); vec3 colorB=vec3(0.7440000000000002,1,0.52); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(st.x * cos(u_time * 0.1519893307203567)); pct.r=0.4353861483162429; pct.g=abs(max(step(0.06270187290320428, 1. * cos(u_time * 0.9144914389146978)), fract(pow(1. * sin(u_time * 0.2492256726796781), st.y * sin(u_time * 0.41724982632785435))))); pct.b=st.x * cos(u_time * 0.7690785638727645); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }













