#ifdef GL_ES precision mediump float; #endif uniform float u_step_interval; uniform float u_time; uniform vec3 u_color; uniform vec3 u_color_next; void main() { float part = fract(u_time / u_step_interval); vec3 color = mix(u_color, u_color_next, part); gl_FragColor = vec4(color, 1.0); }