#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.8739999999999999,1,0.5800000000000001); vec3 colorB=vec3(0.78,0.9303333333333332,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(1.); pct.r=refract(st.y * cos(u_time * 0.47225964934382236), max(1. * (st.x, st.y * sin(u_time * 0.7189839208408844)), 0.6614901464792546), 0.9097042801035395); pct.g=st.y; pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }












