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              <script src="https://cdn.rawgit.com/ironwallaby/delaunay/master/delaunay.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.3/p5.min.js"></script>
            
          
!
            
              *{
    margin: 0;
    padding: 0;
}

canvas{
    position:absolute;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;    
}
            
          
!
            
              var BLUE, RED;
var tris;

function setup(){
    createCanvas( windowWidth, windowHeight );
    
    BLUE = color( '#1E2630' );
    RED = color( '#FB3550' );
    
    initializeTriangulation();
}

function initializeTriangulation(){
    tris = [];
    var pts = [];
    // push canvas rect points
    pts.push( createVector( 0, 0 ) );
    pts.push( createVector( width, 0 ) );
    pts.push( createVector( width, height ) );
    pts.push( createVector( 0, height ) );
    
    // add a certain nb of pts proportionally to the size of the canvas
    // ~~ truncates a floating point number and keeps the integer part, like floor()
    var n = ~~ ( width / 300 * height / 300 );
    for( var i = 0; i < n; i ++ ){
        pts.push( createVector( ~~ random( width ), ~~ random( height ) ) );
    }
    
    // Now, let's use Delaunay.js
    // Delaunay.triangulate expect a list of vertices (which should be a bunch of two-element arrays, representing 2D Euclidean points)
    // and it will return you a giant array, arranged in triplets, representing triangles by indices into the passed array
    // Array.map function let us create an Array of 2 elements arrays [ [x,y],[x,y],..] from our array of PVector [ PVector(x,y), PVector(x,y), ... ]
    var triangulation = Delaunay.triangulate( pts.map( function( pt ){
        return [ pt.x, pt.y ];
    } ) );
    
    // create Triangles object using indices returned by Delaunay.triangulate
    for( var i = 0; i < triangulation.length; i += 3 ){
        tris.push( new Triangle(
            pts[ triangulation[ i ] ],
            pts[ triangulation[ i + 1 ] ],
            pts[ triangulation[ i + 2 ] ]
        ) );
    }
}

// class for keeping triangles from 3 PVectors
function Triangle( _a, _b, _c ){
    // PVectors
    this.a = _a;
    this.b = _b;
    this.c = _c;
    
    // used for fill using lerpColor
    this.r = random(0.8);
    
    // used for drawing lines on triangles
    // number of lines to draw proportionnally to the triangle size
    this.n = ~~( dist( 
        _a.x, _a.y,
        ( this.b.x + this.c.x ) / 2, ( this.b.y + this.c.y ) / 2
    ) / random( 25, 50 ) ) + 1 ;
    // direction point for the lines
    this.drawTo = ~~ random( 3 );
    
    this.draw = function(){
        noStroke();
        fill( lerpColor( RED, BLUE, this.r ) );
        
        triangle( this.a.x, this.a.y, this.b.x, this.b.y, this.c.x, this.c.y );
        
        switch( this.drawTo ){
            case 0:
                this.drawLines( this.a, this.b, this.c );
                break;
            case 1:
                this.drawLines( this.c, this.a, this.b );
                break;
            case 2:
                this.drawLines( this.b, this.a, this.c );
                break;
        }
        
        stroke( BLUE );
        strokeJoin( BEVEL );
        strokeWeight( 15 );
        noFill();
        triangle( this.a.x, this.a.y, this.b.x, this.b.y, this.c.x, this.c.y );
    };
    
    this.drawLines = function( from, to1, to2 ){
        var c = cos( frameCount / 360 * TWO_PI ) / 2;
        
        for( var i = 1; i <= this.n ; i++ ){
            var p1 = createVector( 
                lerp( from.x, to1.x, ( i - 1 ) / this.n ), 
                lerp( from.y, to1.y, ( i - 1 ) / this.n )
            );
            var p2 = createVector(
                lerp( from.x, to2.x, ( i - 1 ) / this.n ),
                lerp( from.y, to2.y, ( i - 1 ) / this.n )
            );
            var p3 = createVector(
                lerp( from.x, to2.x, ( i - 0.5 + c ) / this.n ),
                lerp( from.y, to2.y, ( i - 0.5 + c ) / this.n )
            );
            var p4 = createVector( 
                lerp( from.x, to1.x, ( i - 0.5 + c ) / this.n ), 
                lerp( from.y, to1.y, ( i - 0.5 + c ) / this.n )
            );
            
            // line( p1.x, p1.y, p2.x, p2.y );
            
            noStroke();
            fill( BLUE );
            quad( p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y );
        }
    }
}

function draw(){
    background( RED );
    
    tris.forEach( t => t.draw() );
    
    if( frameCount % 720 == 0 ) initializeTriangulation();
}

function mousePressed(){
    initializeTriangulation();
}

function windowResized(){
    resizeCanvas( windowWidth, windowHeight );
    initializeTriangulation();
}
            
          
!
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