#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.7873333333333334,1,0.78); vec3 colorB=vec3(0.8999999999999999,0.965,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(st.x * cos(u_time * 0.4372551430632533)); pct.r=log(length(refract(floor(1. * cos(u_time * 0.7455318607511897)), smoothstep(max(1., st.y * tan(u_time * 0.1792209609943055)), mod(distance(1. * sin(u_time * 0.9264013257650076), exp(1.)), reflect(st.y, exp2(mix(sqrt(1.), st.x, exp2(st.y))))), st.x * sin(u_time * 0.4904930959258471)), pow(1. * tan(u_time * 0.9286966200349097), sqrt(pow(1. * cos(u_time * 0.07097730468247154), 0.3598961373221561)))))); pct.g=pct.g; pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }









