#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.7679999999999996,0.41999999999999993,1); vec3 colorB=vec3(0.9999999999999999,0.892,0.64); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(smoothstep(st.x, reflect(0.7043607559981693, min(mix(st.y, sign(st.y * sin(u_time * 0.6744655779718772)), 1.), st.y)), 1. * (inversesqrt(0.34367271979367475), 0.3032916496329193))); pct.r=st.y * tan(u_time * 0.7673586948947799); pct.g=pct.g; pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }













