#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.28,0.9160000000000003,1); vec3 colorB=vec3(0.9999999999999999,0.8319999999999997,0.64); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(0.42048166501970186); pct.r=pct.r; pct.g=1. * (clamp(st.y, smoothstep(1., step(min(1. * (1. * (min(mod(refract(st.y, st.x * cos(u_time * 0.36428422425860485), st.x * tan(u_time * 0.9466695886661334)), exp2(0.9185873825996209)), inversesqrt(1. * (st.x, floor(0.4698670156757696)))), 0.33761971391701984, reflect(mix(length(exp2(max(0.19009524875791106, 0.05840409998071161))), 0.510227235729044, st.x * tan(u_time * 0.5931067521605515)), 1. * (dot(0.2633321287127941, inversesqrt(0.6999861365196445)), st.x, 0.25424192092693865))), st.y, sign(st.y)), dot(0.1758660365660334, st.y)), distance(st.y * tan(u_time * 0.25333070288257775), 0.07341269899041247)), st.x * sin(u_time * 0.12447738600681468)), st.x * cos(u_time * 0.4587195852243531)), 1., 1. * (1.)); pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }











