#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.45999999999999996,1,0.7029999999999996); vec3 colorB=vec3(0.8599999999999999,0.7200000000000001,0.9999999999999999); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(0.8449726732008465); pct.r=dot(1. * (pow(0.6353836263800516, clamp(exp(1.), 1. * sin(u_time * 0.5476969223281658), refract(exp2(refract(ceil(refract(clamp(0.2688332400453731, refract(1. * cos(u_time * 0.4078593684796702), st.y, st.y * sin(u_time * 0.1340649794101435)), 0.6601453195929925), fract(mod(pow(1., st.y * cos(u_time * 0.9139075520205412)), smoothstep(1. * cos(u_time * 0.28017138446525824), floor(1. * tan(u_time * 0.4658810001742032)), 0.5698156348799261))), st.y)), 1., st.y * sin(u_time * 0.14106360802292728))), st.y, 0.45065537619317775)))), clamp(st.y * cos(u_time * 0.6871707572166653), exp2(st.y * tan(u_time * 0.497748116558116)), 1. * (mod(st.y, reflect(st.y * cos(u_time * 0.8644982583461317), st.y)), 0.7363892068756568))); pct.g=pct.g; pct.b=1.; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }









