#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.5,1,0.6499999999999999); vec3 colorB=vec3(0.54,1,0.6243333333333335); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(refract(0.7316300274996183, 0.930639001175904, smoothstep(1. * cos(u_time * 0.3347163040992084), floor(fract(exp(sqrt(1.)))), st.x))); pct.r=max(exp2(fract(1.)), inversesqrt(pow(st.y, 1. * (abs(1. * (reflect(1., st.y * tan(u_time * 0.9408665655330787)), 1. * tan(u_time * 0.9003098051078691), st.x)), fract(exp(log(1. * tan(u_time * 0.8792818799529504)))), smoothstep(log(0.2099736354279379), 0.3518103278211613, 1.))))); pct.g=0.9130974112376304; pct.b=sign(st.y); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }












