vec3 nd1sl2=vec3(UV,0); uniform float H=0; float nd4sl0=H; float nd7sl0=nd1sl2.x; float nd7sl1=nd1sl2.y; float nd7sl2=nd1sl2.z; float nd2sl1def=-1; float nd2sl0=nd7sl1*nd2sl1def; float nd6sl1def=1; float nd6sl0=nd2sl0+nd6sl1def; vec3 nd3sl0=vec3(nd4sl0,nd7sl0,nd6sl0); vec3 nd5sl0; { vec3 c = nd3sl0; vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); nd5sl0=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } COLOR.rgb=nd5sl0;