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                <!-- Learn about this code on MDN: -->

<canvas id="canvas" width="800" height="200"></canvas>




                var img = new Image();

// User Variables - customize these to change the image being scrolled, its
// direction, and the speed.

img.src = ',_Yosemite_National_Park.jpg';
var CanvasXSize = 800;
var CanvasYSize = 200;
var speed = 30; //lower is faster
var scale = 1.05;
var y = -4.5; //vertical offset

// Main program

var dx = 0.75;
var imgW;
var imgH;
var x = 0;
var clearX;
var clearY;
var ctx;

img.onload = function() {
    imgW = img.width * scale;
    imgH = img.height * scale;
    if (imgW > CanvasXSize) { x = CanvasXSize - imgW; } // image larger than canvas
    if (imgW > CanvasXSize) { clearX = imgW; } // image larger than canvas
    else { clearX = CanvasXSize; }
    if (imgH > CanvasYSize) { clearY = imgH; } // image larger than canvas
    else { clearY = CanvasYSize; }
    //Get Canvas Element
    ctx = document.getElementById('canvas').getContext('2d');
    //Set Refresh Rate
    return setInterval(draw, speed);

function draw() {
    //Clear Canvas
    ctx.clearRect(0, 0, clearX, clearY);
    //If image is <= Canvas Size
    if (imgW <= CanvasXSize) {
        //reset, start from beginning
        if (x > (CanvasXSize)) { x = 0; }
        //draw aditional image
        if (x > (CanvasXSize - imgW)) { ctx.drawImage(img, x - CanvasXSize + 1, y, imgW, imgH); }
    //If image is > Canvas Size
    else {
        //reset, start from beginning
        if (x > (CanvasXSize)) { x = CanvasXSize - imgW; }
        //draw aditional image
        if (x > (CanvasXSize-imgW)) { ctx.drawImage(img, x - imgW + 1, y, imgW, imgH); }
    //draw image
    ctx.drawImage(img, x, y,imgW, imgH);
    //amount to move
    x += dx;