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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <canvas id="canvas"></canvas>
<script id="vs" type="f">
  attribute vec2 position;
  attribute vec2 texcoord;

  uniform mat3 u_matrix;

  varying vec2 v_texcoord;

  void main() {
     gl_Position = vec4(u_matrix * vec3(position, 1), 1);
     v_texcoord = texcoord;
  }
</script>
<script id="fs" type="f">
  precision mediump float;
  
  uniform vec2 u_mouse;
  uniform vec2 u_res;
  uniform float u_time;
  uniform float u_dpi;
  uniform sampler2D u_text;
  uniform sampler2D u_map;
  uniform sampler2D u_blur;

  varying vec2 v_texcoord;
   
  void main(){
    float distAmount = .003;
      
    vec2 uv = v_texcoord; 
    vec2 parallax = u_mouse * 0.05;
    
    float freq = 70.0;
    float amp = 0.004;
    
    vec4 map = texture2D(u_map, uv);

    float dethMap = map.r - .5;
    float distMap = map.g;

    float x = uv.y * freq + u_time * 3.; 
    float y = uv.x * freq + u_time * .3;
    
    float distX = cos(x+y) * amp * cos(y);
    float distY = sin(x-y) * amp * cos(y);

    vec2 distPosition = vec2(distX, distY) * distMap;
       
    vec2 turbulance = uv + distPosition + (parallax * dethMap);
    
    vec4 ori_img = texture2D(u_text, turbulance);
    vec4 blur_img = texture2D(u_blur, turbulance);
        
    vec4 color = mix(ori_img, blur_img, length(distPosition) * distAmount);
    
    gl_FragColor = color;
  }  
</script>
            
          
!
            
              body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
            
          
!
            
              "use strict";

class MathUtils {
  constructor() {}

  lerp(a, b, n) {
    return n * (b - a) + a;
  }
}

const main = () => {
  const canvas = document.getElementById("canvas");
  const gl = canvas.getContext("webgl");
  const mathUtils = new MathUtils();
  const mouse = { x: 0, y: 0 };
  const lastmouse = [0, 0];
  if (!gl) {
    return;
  }

  twgl.setDefaults({
    textureColor: [0, 0, 0, 0]
  });
  // replaced after loading
  let srcs = {
    text: { width: 1, height: 1 }
  };
  const textures = twgl.createTextures(
    gl,
    {
      text: { src: "https://i.ibb.co/Gf6b39g/fancycrave-165873-unsplash-1.jpg" },
      map: { src: "https://i.ibb.co/N7R9v8p/map3.jpg" },
      blur: { src: "https://i.ibb.co/cy79kN4/blur.jpg" }
    },
    (err, textures, sources) => {
      srcs = sources;
    }
  );

  // compile shaders, link program, lookup location
  const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);

  // calls gl.createBuffer, gl.bindBuffer, gl.bufferData for a quad
  const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);

  let uniforms = {
    u_text: textures.text,
    u_map: textures.map,
    u_blur: textures.blur,
    u_res: [gl.canvas.clientWidth, gl.canvas.clientHeight]
  };

  const render = time => {
    time *= 0.001; // seconds

    twgl.resizeCanvasToDisplaySize(gl.canvas);

    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.useProgram(programInfo.program);

    // calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
    twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);

    const canvasAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
    const imageAspect = srcs.text.width / srcs.text.height;
    let mat = m3.scaling(imageAspect / canvasAspect, -1);

    // this assumes we want to fill vertically
    let horizontalDrawAspect = imageAspect / canvasAspect;
    let verticalDrawAspect = -1;
    // does it fill horizontally?
    if (horizontalDrawAspect < 1) {
      // no it does not so scale so we fill horizontally and
      // adjust vertical to match
      verticalDrawAspect /= horizontalDrawAspect;
      horizontalDrawAspect = 1;
    }
    mat = m3.scaling(horizontalDrawAspect, verticalDrawAspect);

    uniforms.u_matrix = mat;
    uniforms.u_time = time * 10;
    uniforms.u_mouse = lastmouse;

    // calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
    twgl.setUniforms(programInfo, uniforms);

    // calls gl.drawArrays or gl.drawElements
    twgl.drawBufferInfo(gl, bufferInfo);

    lastmouse[0] = mathUtils.lerp(lastmouse[0], mouse.x, 0.1);
    lastmouse[1] = mathUtils.lerp(lastmouse[1], mouse.y, 0.1);

    requestAnimationFrame(render);
  };
  requestAnimationFrame(render);

  canvas.addEventListener("mousemove", ({ clientX, clientY }) => {
    mouse.x = -clientX / innerWidth;
    mouse.y = -clientY / innerHeight;
  });
};

main();
            
          
!
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