#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.8799999999999999,1,0.9159999999999999); vec3 colorB=vec3(0.14,0.8853333333333334,0.9999999999999999); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(0.9845824233383161); pct.r=pct.r; pct.g=pct.g; pct.b=1. * (mix(st.x * tan(u_time * 0.46737036242444074), 1. * (1. * cos(u_time * 0.10624296299609781), abs(dot(st.x, smoothstep(st.y, mix(0.7096017026657924, 0.049452942837548974, 1. * tan(u_time * 0.34747326179201865)), 1.)))), sign(0.41607870431836225)), st.x); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }













