#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; uniform vec3 u_colorA; uniform vec3 u_colorB; void main(){ vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(reflect(smoothstep(st.y, dot(pow(0.06880773599232415, step(abs(floor(0.16331266390282262)), st.y)), 0.7483908593875923), st.x * cos(u_time * 0.36597933816795114)), clamp(1. * sin(u_time * 0.6511692108389608), 0.2609319186700175, step(st.y, fract(st.y * sin(u_time * 0.5028724246699702)))))); pct.r=pct.r; pct.g=log(refract(st.x, st.x, 0.655245747528566)); pct.b=pct.b; color=mix(u_colorA,u_colorB,pct); gl_FragColor=vec4(color,1.); } u_colorA=(0.5759999999999992,0,0.96),u_colorB=(1,0.94,0.9679999999999999)










