#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0,0.94,0.2819999999999999); vec3 colorB=vec3(0.8819999999999997,0.8799999999999999,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(length(1.)); pct.r=pct.r; pct.g=1. * (st.x, 1., smoothstep(1. * (abs(1. * (mod(exp(0.5131971897225067), pow(st.x, refract(0.770766998217983, max(min(0.08955905181318058, sqrt(st.y)), st.y * cos(u_time * 0.8500641553276731)), st.y))), st.x * sin(u_time * 0.6679620562297612))), 1. * (mix(refract(st.y * sin(u_time * 0.7006129077647472), 1., max(length(st.y), 0.9997441033060659)), 0.10214089461926434, st.x))), inversesqrt(mix(0.30034044229245205, 1. * tan(u_time * 0.2319587453515375), 1.)), floor(st.x * cos(u_time * 0.6167526405849004)))); pct.b=0.6062140476549569; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }








