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              <canvas id="canvas"></canvas>

-50.times do
  .fall
    .wave ❄️
            
          
!
            
              $flakes: 52;

html, body {
  margin: 0;
  background-color: #222;
  overflow: hidden;
}

canvas {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
  display: block;
}

.fall {
  position: absolute;
  animation: fall;
  animation-timing-function: linear;
  animation-iteration-count: infinite;
  @for $flake from 1 to $flakes {  
    &:nth-child(#{$flake}) {
      left: random(100) * 1vw;
      animation-duration: 4s + random(10)*200ms;
      animation-delay: random(100)*-100ms;
      .wave {
        animation-delay: random(100)*-20ms;
        animation-duration: 600ms + random(5)*50ms;
      }
    }
  }
}

.wave {
  color: transparent;
  text-shadow: 0 0 0 white;
  animation: wave;
  animation-timing-function: ease-in-out;
  animation-iteration-count: infinite;
  animation-direction: alternate;
}

@keyframes fall {
  from { transform: translateY(-20vh); }
  to { transform: translateY(110vh); }
}

@keyframes wave {
  from { transform: translateX(-3vw); }
  to { transform: translateX(3vw); }
}
            
          
!
            
              /*
  Johan Karlsson (DonKarlssonSan)

  It's an Iterated Function System (IFS)
  
  Based on the Barnsley Fern
  https://en.wikipedia.org/wiki/Barnsley_fern
  
  With coefficients stolen from
  Rick Wicklin
  http://blogs.sas.com/content/iml/2012/12/14/a-fractal-christmas-tree.html
  
*/

(function (tree) {
  var canvas;
  var ctx;

  var matrix = [
    [ 0.03,  0   , 0   , 0.1 , 0, 0,    0.02],
    [ 0.85,  0   , 0   , 0.85, 0, 1.5 , 0.6 ],
    [ 0.8 ,  0   , 0   , 0.8 , 0, 1.5 , 0.1 ],
    [ 0.2 , -0.08, 0.15, 0.22, 0, 0.85, 0.07],
    [-0.2 ,  0.08, 0.15, 0.22, 0, 0.85, 0.07],
    [ 0.25, -0.1 , 0.12, 0.25, 0, 0.3 , 0.07],
    [-0.2 ,  0.1 , 0.12, 0.2 , 0, 0.4 , 0.07]
  ];
  
  var aIndex = 0;
  var bIndex = 1;
  var cIndex = 2;
  var dIndex = 3;
  var eIndex = 4;
  var fIndex = 5;
  var probabilityIndex = 6;
  
  tree.init = function(canvasId) {
    canvas = document.getElementById(canvasId);
    canvas.width = 500;
    canvas.height = 500;
    ctx = canvas.getContext("2d");
    ctx.fillStyle = "green";
  }
  
  // This could probably be optimized...
  // Or just put the accumulated probability
  // in the last column of the matrix instead.
  function getTransformation(random) {
    var accumulatedProbability = 0;
    for(var i = 0; i < matrix.length; i++) {
      accumulatedProbability += matrix[i][probabilityIndex];
      if(accumulatedProbability >= random) {
        return matrix[i];
      }
    }
  }
  
  function drawBall(x, y) {
    ctx.save();
    var r = 10;
    // Gradient for a spherical look
    var gradient = ctx.createRadialGradient(
      x, 
      y, 
      r*0.05, 
      x, 
      y, 
      r);
    gradient.addColorStop(0, "white");
    var h = Math.round(Math.random()*360);
    gradient.addColorStop(1, `hsl(${h}, 100%, 50%)`);
    ctx.fillStyle = gradient;
    ctx.beginPath();
    ctx.arc(x, y, r, 0, Math.PI * 2);
    ctx.fill();
    ctx.restore();
  }

  
  tree.draw = function() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    var x = 0;
    var y = 0;
    var oldX;
    var oldY;
    var transform;
    var ballCoordinates = [];
    for(var i = 0; i < 100000; i++){
      oldX = x;
      oldY = y;
      transform = getTransformation(Math.random());
      x = transform[aIndex]*oldX + transform[bIndex]*oldY + transform[eIndex];
      y = transform[cIndex]*oldX + transform[dIndex]*oldY + transform[fIndex];
      var x1 = (x + 1.25) * 200; 
      var y1 = canvas.height - y * 49;
      if(Math.random() < 0.00081 && y1 < canvas.height - 30) {
        // TODO: check to see if there already is a ball nearby... 
        ballCoordinates.push([x1, y1]);
      } else {
        ctx.fillRect(x1, y1, 1, 1);
      }
    }
    ballCoordinates.forEach(b => {
      drawBall(b[0], b[1]);

    });
  }
})(window.tree = window.tree || {});

tree.init("canvas");
tree.draw();
            
          
!
999px
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