#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; vec3 colorA = vec3(0.149,0.141,0.912); vec3 colorB = vec3(1.000,0.833,0.224); void main() { vec3 color = vec3(0.0); float pct = abs(sin(u_time)); // Mix uses pct (a value from 0-1) to // mix the two colors color = mix(colorA, colorB, pct); gl_FragColor = vec4(color,1.0); }