#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(min(mod(1. * (0.4658675455974338, 1. * tan(u_time * 0.04862891727133678), st.x * tan(u_time * 0.5892399282225023)), reflect(st.y * sin(u_time * 0.8196933982131743), st.y)), st.y * tan(u_time * 0.5290791891855877))); pct.r=fract(1.); pct.g=max(smoothstep(mod(1., 0.935828385228478), mix(refract(st.x, st.y, 0.0608062343173601), distance(clamp(st.y * cos(u_time * 0.35767655956647537), st.y * sin(u_time * 0.8283540622631828), st.x), st.x * cos(u_time * 0.33366381713331794)), 0.7651332218851098), dot(inversesqrt(refract(1., floor(st.y * sin(u_time * 0.2336021168828728)), clamp(st.x, 1., 1.))), st.x)), st.y * sin(u_time * 0.06421030965287222)); pct.b=pct.b; color=mix(u_colorA,u_colorB,pct); gl_FragColor=vec4(color,1.); } u_colorA=(0.19999999999999996,1,0),u_colorB=(0.2600000000000001,0.2970000000000005,0.9999999999999999)







