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  <canvas id="canvas" width="1400" height="600"></canvas>


  width 100vw
  height 100vh
  overflow hidden
  background blue
	position absolute
	top 0
	left 0
	z-index 10



                var canvas = document.getElementById("canvas");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Initialize the GL context
var gl = canvas.getContext('webgl');
  console.error("Unable to initialize WebGL.");

//Time step
var dt = 0.0003;
var time = 0.0;

//************** Shader sources **************

var vertexSource = `
attribute vec2 position;
void main() {
  gl_Position = vec4(position, 0.0, 1.0);

var fragmentSource = `
precision highp float;

uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);

uniform float time;

void main(){

	//Normalized pixel coordinates (from 0 to 1)
  vec2 uv = gl_FragCoord.xy/resolution.xy;

	float t = time/3.4;
  vec2 pos = uv;
  pos.y /= resolution.x/resolution.y;
  pos = 10.0*(vec2(0.5, 0.5) - pos);
  float strength = 0.2;
  for(float i = 1.0; i < 9.0; i+=1.0){ 
  	pos.x += ceil(strength) * sin(-777.0+t*i+.4 * pos.y);
    pos.y += strength * cos(992.0*t+i*1.2 * pos.x)-t*19.5;

	//Time varying pixel colour
  vec3 col = 0.6 + 0.9*sin(floor(time+pos.xyx+vec3(0,4,2)));
  //Fragment colour
  gl_FragColor = vec4(col,1.0);

//************** Utility functions **************

window.addEventListener( 'resize', onWindowResize, false );

function onWindowResize(){
  canvas.width  = window.innerWidth;
  canvas.height = window.innerHeight;
	gl.viewport(0, 0, canvas.width, canvas.height);
  gl.uniform1f(widthHandle, window.innerWidth);
  gl.uniform1f(heightHandle, window.innerHeight);

//Compile shader and combine with source
function compileShader(shaderSource, shaderType){
  var shader = gl.createShader(shaderType);
  gl.shaderSource(shader, shaderSource);
  if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
  	throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
  return shader;

//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
  var attributeLocation = gl.getAttribLocation(program, name);
  if (attributeLocation === -1) {
  	throw 'Cannot find attribute ' + name + '.';
  return attributeLocation;

function getUniformLocation(program, name) {
  var attributeLocation = gl.getUniformLocation(program, name);
  if (attributeLocation === -1) {
  	throw 'Cannot find uniform ' + name + '.';
  return attributeLocation;

//************** Create shaders **************

//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);

//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);


//Set up rectangle covering entire canvas 
var vertexData = new Float32Array([
  -1.0,  1.0, 	// top left
  -1.0, -1.0, 	// bottom left
   1.0,  1.0, 	// top right
   1.0, -1.0, 	// bottom right

//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, 'position');

  2, 				// position is a vec2 (2 values per component)
  gl.FLOAT, // each component is a float
  false, 		// don't normalize values
  2 * 4, 		// two 4 byte float components per vertex (32 bit float is 4 bytes)
  0 				// how many bytes inside the buffer to start from

//Set uniform handle
var timeHandle = getUniformLocation(program, 'time');
var widthHandle = getUniformLocation(program, 'width');
var heightHandle = getUniformLocation(program, 'height');

gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);

function draw(){
  //Update time
  time += dt;

	//Send uniforms to program
  gl.uniform1f(timeHandle, time);
  //Draw a triangle strip connecting vertices 0-4
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);