shader({
width,
height: 200,
iTime: true,
visibility,
uniforms: { amp: "float", frec: "float" }
})`
#define PI 3.14159265359
vec3 colorA = vec3(0.149,0.141,0.912);
vec3 colorB = vec3(1.000,0.833,0.224);
float plot (vec2 st, float pct){
return smoothstep( pct-0.01, pct, st.y) -
smoothstep( pct, pct+0.01, st.y);
}
void mainImage(out vec4 fragColor,in vec2 fragCoord) {
vec2 st = fragCoord.xy/iResolution.xy;
vec3 color = vec3(0.0);
vec3 pct = vec3(st.x);
pct.r = smoothstep(0.0,1.0, st.x);
pct.g = sin(st.x*PI);
pct.b = pow(st.x,0.5);
color = mix(colorA, colorB, pct);
// Plot transition lines for each channel
color = mix(color,vec3(1.0,0.0,0.0),plot(st,pct.r));
color = mix(color,vec3(0.0,1.0,0.0),plot(st,pct.g));
color = mix(color,vec3(0.0,0.0,1.0),plot(st,pct.b));
fragColor = vec4(color,1.0);
}
`