#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(1,0.700333333333333,0.41999999999999993); vec3 colorB=vec3(0.6039999999999994,0.1200000000000001,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(1. * tan(u_time * 0.1627727891069365)); pct.r=pct.r; pct.g=mod(exp2(0.8515632537665252), st.x); pct.b=refract(0.7915950179693266, 1., 1. * (1., pow(0.5537838595003983, 0.7687433317571208), 1. * (1., length(mix(mod(exp2(st.x), 1. * (st.x * cos(u_time * 0.7904524405302202))), min(st.x, distance(pow(pow(st.y, 1. * tan(u_time * 0.2745373460185536)), 0.16493094527464192), fract(sign(max(exp2(mix(0.846047633036066, 0.31409171655296275, st.x * cos(u_time * 0.3203347060701546))), dot(step(ceil(mod(distance(st.y * sin(u_time * 0.2569617260098068), exp(1. * (reflect(inversesqrt(1. * cos(u_time * 0.8427842392294372)), distance(distance(sign(0.20034154394433978), length(smoothstep(length(smoothstep(distance(st.x, exp2(0.26602209268183274)), 0.1650193581997913, 0.011482922564625242)), length(ceil(exp2(smoothstep(st.x * cos(u_time * 0.8641977371018432), st.y * tan(u_time * 0.6896032385852022), 1. * sin(u_time * 0.3407137420312484))))), st.x * cos(u_time * 0.24708454324996476)))), 0.2255499739922041)), refract(st.y, st.x * tan(u_time * 0.5703681835353998), pow(0.10834342497873939, mod(1. * cos(u_time * 0.3648089267298904), 0.7366215306390014))), clamp(1. * cos(u_time * 0.710269151883048), smoothstep(st.y, 0.13444487738086375, 0.3978269954408187), st.x * tan(u_time * 0.6129652373923568))))), 0.6636456633495279)), st.y * sin(u_time * 0.7147470205605814)), 0.17032720761881348)))))), 1. * sin(u_time * 0.7069617581914382))), st.y))); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }









