vec3 rainbow(float level) { float r = float(level <= 2.0) + float(level > 4.0) * 0.5; float g = max(1.0 - abs(level - 2.0) * 0.5, 0.0); float b = (1.0 - (level - 4.0) * 0.5) * float(level >= 4.0); return vec3(r, g, b); } vec4 smoothRainbow(float x) { float level1 = floor(x*6.0); float level2 = min(6.0, floor(x*6.0) + 1.0); vec3 a = rainbow(level1); vec3 b = rainbow(level2); return vec4(mix(a, b, fract(x*6.0)), 1.0); } fragmentColor = smoothRainbow(getDistance(position) / 30.0 + 0.5);