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              <script id="shader-fs" type="x-shader/x-fragment">

precision mediump float;

uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;

//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author:  Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/stegu/webgl-noise
//

vec3 mod289(vec3 x)
{
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x)
{
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x)
{
  return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
}

// Classic Perlin noise
float cnoise(vec3 P)
{
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod289(Pi0);
  Pi1 = mod289(Pi1);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);

  vec4 gx0 = ixy0 * (1.0 / 7.0);
  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);

  vec4 gx1 = ixy1 * (1.0 / 7.0);
  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);

  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;

  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);

  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  return 2.2 * n_xyz;
}

void main(void) {
    vec2 pos = gl_FragCoord.xy +
            vec2(cnoise(vec3(gl_FragCoord.xy * 0.01 + vec2(1000.0), u_time * 0.001)), cnoise(vec3(gl_FragCoord.xy * 0.01 + vec2(2000.0), u_time * 0.0001))) * 100.0;
    float v = cnoise(vec3(pos * 0.03 + vec2(0.0, u_time * 0.01), u_time * 0.001));
    v = (v + 1.0) * 0.5;
    vec3 c = mix(vec3(0.125, 0.698, 0.667), vec3(1.0, 1.0, 0.97), v);
    gl_FragColor = vec4(c, 1.0);
}

</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 position;

void main(void) {
  gl_Position = vec4(position, 1.0);
}
</script>
<canvas id="canvas">
</canvas>
            
          
!
            
              body {
  margin: 0;
  overflow: hidden;
}
            
          
!
            
              var canvas;
var gl;

window.onload = function() {
  var fragmentShader, vertexShader;
  var shaderProgram;
  var mouse;
  var startTime;
  var positionAttribute;
  var timeUniformLocatoin, mouseUniformLocation, resolutionUniformLocation;
  var verticesBuffer;
  var vertices;

  canvas = document.getElementById("canvas");
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");

  if (!gl) {
    console.error('can not get context');
    return;
  }

  canvas.addEventListener('mousemove', function(e) {
    mouse = [e.offsetX, canvas.height - e.offsetY];
  });
  mouse = [0, 0];
  startTime = new Date().getTime();

  fragmentShader = getShader('shader-fs');
  vertexShader = getShader('shader-vs');
  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    console.error('can not initialize shader program');
    return;
  }

  gl.useProgram(shaderProgram);
  positionAttribute = gl.getAttribLocation(shaderProgram, 'position');
  gl.enableVertexAttribArray(positionAttribute);

  timeUniformLocatoin = gl.getUniformLocation(shaderProgram, 'u_time');
  mouseUniformLocation = gl.getUniformLocation(shaderProgram, 'u_mouse');
  resolutionUniformLocation = gl.getUniformLocation(shaderProgram, 'u_resolution');

  verticesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
  vertices = [
    1.0, 1.0, 0.0,
    -1.0, 1.0, 0.0,
    1.0, -1.0, 0.0,
    -1.0, -1.0, 0.0
  ];
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  render();

  function getShader(id) {
    var shaderScript, shader;

    shaderScript = document.getElementById(id);
    if(!shaderScript) {
      return null;
    }

    if (shaderScript.type == 'x-shader/x-fragment') {
      shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == 'x-shader/x-vertex') {
      shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
      return null;
    }

    gl.shaderSource(shader, shaderScript.text);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      console.error('can not comple shader source');
      console.error(gl.getShaderInfoLog(shader));
      return null;
    }

    return shader;
  }

  function render() {
    var time, resolution;

    requestAnimationFrame(render);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    time = (new Date().getTime() - startTime);
    resolution = [canvas.width, canvas.height];
    gl.uniform1f(timeUniformLocatoin, time);
    gl.uniform2fv(mouseUniformLocation, mouse);
    gl.uniform2fv(resolutionUniformLocation, resolution);

    gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
    gl.vertexAttribPointer(verticesBuffer, 3, gl.FLOAT, false, 0, 0);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    gl.flush();
  }
}

window.onresize = function() {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    gl.viewport(0, 0, canvas.width, canvas.height);
}

            
          
!
999px
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