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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.

            
              #snow
  display: block
  position: fixed
  left: 0
  top: 0
  right: 0
  bottom: 0
  background-color: #0F2027
  background-image: linear-gradient(to bottom, #0F2027, #080e10)
            
          
!
            
              // https://github.com/bsehovac/shader-program

class Shader {

  constructor( holder, options = {} ) {

    options = Object.assign( {
      antialias: false,
      depthTest: false,
      mousemove: false,
      autosize: true,
      side: 'front',
      vertex: `
        precision highp float;

        attribute vec4 a_position;
        attribute vec4 a_color;

        uniform float u_time;
        uniform vec2 u_resolution;
        uniform vec2 u_mousemove;
        uniform mat4 u_projection;

        varying vec4 v_color;

        void main() {

          gl_Position = u_projection * a_position;
          gl_PointSize = (10.0 / gl_Position.w) * 100.0;

          v_color = a_color;

        }`,
      fragment: `
        precision highp float;

        uniform sampler2D u_texture;
        uniform int u_hasTexture;

        varying vec4 v_color;

        void main() {

          if ( u_hasTexture == 1 ) {

            gl_FragColor = v_color * texture2D(u_texture, gl_PointCoord);

          } else {

            gl_FragColor = v_color;

          }

        }`,
      uniforms: {},
      buffers: {},
      camera: {},
      texture: null,
      onUpdate: ( () => {} ),
      onResize: ( () => {} ),
    }, options )

    const uniforms = Object.assign( {
      time: { type: 'float', value: 0 },
      hasTexture: { type: 'int', value: 0 },
      resolution: { type: 'vec2', value: [ 0, 0 ] },
      mousemove: { type: 'vec2', value: [ 0, 0 ] },
      projection: { type: 'mat4', value: [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] },
    }, options.uniforms )

    const buffers = Object.assign( {
      position: { size: 3, data: [] },
      color: { size: 4, data: [] },
    }, options.buffers )

    const camera = Object.assign( {
      fov: 60,
      near: 1,
      far: 10000,
      aspect: 1,
      z: 100,
      perspective: true,
    }, options.camera )

    const canvas = document.createElement( 'canvas' )
    const gl = canvas.getContext( 'webgl', { antialias: options.antialias } )

    if ( ! gl ) return false

    this.count = 0
    this.gl = gl
    this.canvas = canvas
    this.camera = camera
    this.holder = holder
    this.onUpdate = options.onUpdate
    this.onResize = options.onResize
    this.data = {}

    holder.appendChild( canvas )

    this.createProgram( options.vertex, options.fragment )

    this.createBuffers( buffers )
    this.createUniforms( uniforms )

    this.updateBuffers()
    this.updateUniforms()

    this.createTexture( options.texture )

    gl.enable( gl.BLEND )
    gl.enable( gl.CULL_FACE )
    gl.blendFunc( gl.SRC_ALPHA, gl.ONE )
    gl[ options.depthTest ? 'enable' : 'disable' ]( gl.DEPTH_TEST )

    if ( options.autosize )
      window.addEventListener( 'resize', e => this.resize( e ), false )
    if ( options.mousemove )
      window.addEventListener( 'mousemove', e => this.mousemove( e ), false )

    this.resize()

    this.update = this.update.bind( this )
    this.time = { start: performance.now(), old: performance.now() }
    this.update()

  }

  mousemove( e ) {

    let x = e.pageX / this.width * 2 - 1
    let y = e.pageY / this.height * 2 - 1

    this.uniforms.mousemove = [ x, y ]

  }

  resize( e ) {

    const holder = this.holder
    const canvas = this.canvas
    const gl = this.gl

    const width = this.width = holder.offsetWidth
    const height = this.height = holder.offsetHeight
    const aspect = this.aspect = width / height
    const dpi = devicePixelRatio

    canvas.width = width * dpi
    canvas.height = height * dpi
    canvas.style.width = width + 'px'
    canvas.style.height = height + 'px'

    gl.viewport( 0, 0, width * dpi, height * dpi )
    gl.clearColor( 0, 0, 0, 0 )

    this.uniforms.resolution = [ width, height ]
    this.uniforms.projection = this.setProjection( aspect )

    this.onResize( width, height, dpi )

  }

  setProjection( aspect ) {

    const camera = this.camera

    if ( camera.perspective ) {

      camera.aspect = aspect

      const fovRad = camera.fov * ( Math.PI / 180 )
      const f = Math.tan( Math.PI * 0.5 - 0.5 * fovRad )
      const rangeInv = 1.0 / ( camera.near - camera.far )

      const matrix = [
        f / camera.aspect, 0, 0, 0,
        0, f, 0, 0,
        0, 0, (camera.near + camera.far) * rangeInv, -1,
        0, 0, camera.near * camera.far * rangeInv * 2, 0
      ]

      matrix[ 14 ] += camera.z
      matrix[ 15 ] += camera.z

      return matrix

    } else {

      return [
         2 / this.width, 0, 0, 0,
         0, -2 / this.height, 0, 0,
         0, 0, 1, 0,
        -1, 1, 0, 1,
      ]

    }

  }

  createShader( type, source ) {

    const gl = this.gl
    const shader = gl.createShader( type )

    gl.shaderSource( shader, source )
    gl.compileShader( shader )

    if ( gl.getShaderParameter (shader, gl.COMPILE_STATUS ) ) {

      return shader

    } else {

      console.log( gl.getShaderInfoLog( shader ) )
      gl.deleteShader( shader )

    }

  }

  createProgram( vertex, fragment ) {

    const gl = this.gl

    const vertexShader = this.createShader( gl.VERTEX_SHADER, vertex )
    const fragmentShader = this.createShader( gl.FRAGMENT_SHADER, fragment )

    const program = gl.createProgram()

    gl.attachShader( program, vertexShader )
    gl.attachShader( program, fragmentShader )
    gl.linkProgram( program )

    if ( gl.getProgramParameter( program, gl.LINK_STATUS ) ) {

      gl.useProgram( program )
      this.program = program

    } else {

      console.log( gl.getProgramInfoLog( program ) )
      gl.deleteProgram( program )

    }

  }

  createUniforms( data ) {

    const gl = this.gl
    const uniforms = this.data.uniforms = data
    const values = this.uniforms = {}

    Object.keys( uniforms ).forEach( name => {

      const uniform = uniforms[ name ]

      uniform.location = gl.getUniformLocation( this.program, 'u_' + name )

      Object.defineProperty( values, name, {
        set: value => {

          uniforms[ name ].value = value
          this.setUniform( name, value )

        },
        get: () => uniforms[ name ].value
      } )

    } )

  }

  setUniform( name, value ) {

    const gl = this.gl
    const uniform = this.data.uniforms[ name ]

    uniform.value = value

    switch ( uniform.type ) {
      case 'int': {
        gl.uniform1i( uniform.location, value )
        break
      }
      case 'float': {
        gl.uniform1f( uniform.location, value )
        break
      }
      case 'vec2': {
        gl.uniform2f( uniform.location, ...value )
        break
      }
      case 'vec3': {
        gl.uniform3f( uniform.location, ...value )
        break
      }
      case 'vec4': {
        gl.uniform4f( uniform.location, ...value )
        break
      }
      case 'mat2': {
        gl.uniformMatrix2fv( uniform.location, false, value )
        break
      }
      case 'mat3': {
        gl.uniformMatrix3fv( uniform.location, false, value )
        break
      }
      case 'mat4': {
        gl.uniformMatrix4fv( uniform.location, false, value )
        break
      }
    }

    // ivec2       : uniform2i,
    // ivec3       : uniform3i,
    // ivec4       : uniform4i,
    // sampler2D   : uniform1i,
    // samplerCube : uniform1i,
    // bool        : uniform1i,
    // bvec2       : uniform2i,
    // bvec3       : uniform3i,
    // bvec4       : uniform4i,

  }

  updateUniforms() {

    const gl = this.gl
    const uniforms = this.data.uniforms

    Object.keys( uniforms ).forEach( name => {

      const uniform = uniforms[ name ]

      this.uniforms[ name ] = uniform.value

    } )

  }

  createBuffers( data ) {

    const gl = this.gl
    const buffers = this.data.buffers = data
    const values = this.buffers = {}

    Object.keys( buffers ).forEach( name => {

      const buffer = buffers[ name ]

      buffer.buffer = this.createBuffer( 'a_' + name, buffer.size )

      Object.defineProperty( values, name, {
        set: data => {

          buffers[ name ].data = data
          this.setBuffer( name, data )

          if ( name == 'position' )
            this.count = buffers.position.data.length / 3

        },
        get: () => buffers[ name ].data
      } )

    } )

  }

  createBuffer( name, size ) {

    const gl = this.gl
    const program = this.program

    const index = gl.getAttribLocation( program, name )
    const buffer = gl.createBuffer()

    gl.bindBuffer( gl.ARRAY_BUFFER, buffer )
    gl.enableVertexAttribArray( index )
    gl.vertexAttribPointer( index, size, gl.FLOAT, false, 0, 0 )

    return buffer

  }

  setBuffer( name, data ) {

    const gl = this.gl
    const buffers = this.data.buffers

    if ( name == null && ! gl.bindBuffer( gl.ARRAY_BUFFER, null ) ) return

    gl.bindBuffer( gl.ARRAY_BUFFER, buffers[ name ].buffer )
    gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( data ), gl.STATIC_DRAW )

  }

  updateBuffers() {

    const gl = this.gl
    const buffers = this.buffers

    Object.keys( buffers ).forEach( name =>
      buffers[ name ] = buffer.data
    )

    this.setBuffer( null )

  }

  createTexture( src ) {

    const gl = this.gl
    const texture = gl.createTexture()

    gl.bindTexture( gl.TEXTURE_2D, texture )
    gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array( [ 0, 0, 0, 0 ] ) )

    this.texture = texture

    if ( src ) {

      this.uniforms.hasTexture = 1
      this.loadTexture( src )

    }

  }

  loadTexture( src ) {

    const gl = this.gl
    const texture = this.texture

    const textureImage = new Image()

    textureImage.onload = () => {

      gl.bindTexture( gl.TEXTURE_2D, texture )

      gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage )

      gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR )
      gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR )

      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

    }

    textureImage.src = src

  }

  update() {

    const gl = this.gl

    const now = performance.now()
    const elapsed = ( now - this.time.start ) / 5000
    const delta = now - this.time.old
    this.time.old = now

    this.uniforms.time = elapsed

    if ( this.count > 0 ) {
      gl.clear( gl.COLORBUFFERBIT )
      gl.drawArrays( gl.POINTS, 0, this.count )
    }

    this.onUpdate( delta )

    requestAnimationFrame( this.update )

  }

}

const snowflake = 'data:image/png;base64,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'

const holder = document.querySelector( '#snow' )
const count = 7000

let wind = {
  current: 0,
  force: 0.1,
  target: 0.1,
  min: 0.1,
  max: 0.25,
  easing: 0.005
}

const snow = new Shader( holder, {
  depthTest: false,
  texture: snowflake,
  uniforms: {
    worldSize: { type: 'vec3', value: [ 0, 0, 0 ] },
    gravity: { type: 'float', value: 100 },
    wind:{ type: 'float', value: 0 },
  },
  buffers: {
    size: { size: 1, data: [] },
    rotation: { size: 3, data: [] },
    speed: { size: 3, data: [] },
  },
  vertex: `
    precision highp float;

    attribute vec4 a_position;
    attribute vec4 a_color;
    attribute vec3 a_rotation;
    attribute vec3 a_speed;
    attribute float a_size;

    uniform float u_time;
    uniform vec2 u_mousemove;
    uniform vec2 u_resolution;
    uniform mat4 u_projection;
    uniform vec3 u_worldSize;
    uniform float u_gravity;
    uniform float u_wind;

    varying vec4 v_color;
    varying float v_rotation;

    void main() {

      v_color = a_color;
      v_rotation = a_rotation.x + u_time * a_rotation.y;

      vec3 pos = a_position.xyz;

      pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
      pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;

      pos.x += sin(u_time * a_speed.z) * a_rotation.z;
      pos.z += cos(u_time * a_speed.z) * a_rotation.z;

      gl_Position = u_projection * vec4( pos.xyz, a_position.w );
      gl_PointSize = ( a_size / gl_Position.w ) * 100.0;

    }`,
  fragment: `
    precision highp float;

    uniform sampler2D u_texture;

    varying vec4 v_color;
    varying float v_rotation;

    void main() {

      vec2 rotated = vec2(
        cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
        cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
      );

      vec4 snowflake = texture2D(u_texture, rotated);

      gl_FragColor = vec4(snowflake.rgb, snowflake.a * v_color.a);

    }`,
  onResize( w, h, dpi ) {
    const position = [], color = [], size = [], rotation = [], speed = []

    // z in range from -80 to 80, camera distance is 100
    // max height at z of -80 is 110
    const height = 110
    const width = w / h * height
    const depth = 80

    Array.from( { length: w / h * count }, snowflake =>  {

      position.push(
        -width + Math.random() * width * 2,
        -height + Math.random() * height * 2,
        Math.random() * depth * 2
      )

      speed.push(// 0, 0, 0 )
        1 + Math.random(),
        1 + Math.random(),
        Math.random() * 10
      ) // x, y, sinusoid

      rotation.push(
        Math.random() * 2 * Math.PI,
        Math.random() * 20,
        Math.random() * 10
      ) // angle, speed, sinusoid

      color.push(
        1,
        1,
        1,
        0.1 + Math.random() * 0.2
      )

      size.push(
        5 * Math.random() * 5 * ( h * dpi / 1000 )
      )

    } )

    this.uniforms.worldSize = [ width, height, depth ]

    this.buffers.position = position
    this.buffers.color = color
    this.buffers.rotation = rotation
    this.buffers.size = size
    this.buffers.speed = speed
  },
  onUpdate( delta ) {
    wind.force += ( wind.target - wind.force ) * wind.easing
    wind.current += wind.force * ( delta * 0.2 )
    this.uniforms.wind = wind.current

    if ( Math.random() > 0.995 ) {
      wind.target = ( wind.min + Math.random() * ( wind.max - wind.min ) ) * ( Math.random() > 0.5 ? -1 : 1 )
    }

    // stats.update()
  },
} )
            
          
!
999px
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