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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.

            
                  <body>
        <div id="container"></div>
    </body>

 <script type="x-shader/x-vertex" id="vertexShader">
        // Vertex and fragment shaders
        //  Classic Perlin 3D Noise 
        //  by Stefan Gustavson
        //
        vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
        vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
        vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

        float cnoise(vec4 P){
        vec4 Pi0 = floor(P); // Integer part for indexing
        vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
        Pi0 = mod(Pi0, 289.0);
        Pi1 = mod(Pi1, 289.0);
        vec4 Pf0 = fract(P); // Fractional part for interpolation
        vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz);
        vec4 iz1 = vec4(Pi1.zzzz);
        vec4 iw0 = vec4(Pi0.wwww);
        vec4 iw1 = vec4(Pi1.wwww);

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);
        vec4 ixy00 = permute(ixy0 + iw0);
        vec4 ixy01 = permute(ixy0 + iw1);
        vec4 ixy10 = permute(ixy1 + iw0);
        vec4 ixy11 = permute(ixy1 + iw1);

        vec4 gx00 = ixy00 / 7.0;
        vec4 gy00 = floor(gx00) / 7.0;
        vec4 gz00 = floor(gy00) / 6.0;
        gx00 = fract(gx00) - 0.5;
        gy00 = fract(gy00) - 0.5;
        gz00 = fract(gz00) - 0.5;
        vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
        vec4 sw00 = step(gw00, vec4(0.0));
        gx00 -= sw00 * (step(0.0, gx00) - 0.5);
        gy00 -= sw00 * (step(0.0, gy00) - 0.5);

        vec4 gx01 = ixy01 / 7.0;
        vec4 gy01 = floor(gx01) / 7.0;
        vec4 gz01 = floor(gy01) / 6.0;
        gx01 = fract(gx01) - 0.5;
        gy01 = fract(gy01) - 0.5;
        gz01 = fract(gz01) - 0.5;
        vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
        vec4 sw01 = step(gw01, vec4(0.0));
        gx01 -= sw01 * (step(0.0, gx01) - 0.5);
        gy01 -= sw01 * (step(0.0, gy01) - 0.5);

        vec4 gx10 = ixy10 / 7.0;
        vec4 gy10 = floor(gx10) / 7.0;
        vec4 gz10 = floor(gy10) / 6.0;
        gx10 = fract(gx10) - 0.5;
        gy10 = fract(gy10) - 0.5;
        gz10 = fract(gz10) - 0.5;
        vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
        vec4 sw10 = step(gw10, vec4(0.0));
        gx10 -= sw10 * (step(0.0, gx10) - 0.5);
        gy10 -= sw10 * (step(0.0, gy10) - 0.5);

        vec4 gx11 = ixy11 / 7.0;
        vec4 gy11 = floor(gx11) / 7.0;
        vec4 gz11 = floor(gy11) / 6.0;
        gx11 = fract(gx11) - 0.5;
        gy11 = fract(gy11) - 0.5;
        gz11 = fract(gz11) - 0.5;
        vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
        vec4 sw11 = step(gw11, vec4(0.0));
        gx11 -= sw11 * (step(0.0, gx11) - 0.5);
        gy11 -= sw11 * (step(0.0, gy11) - 0.5);

        vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
        vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
        vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
        vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
        vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
        vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
        vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
        vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
        vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
        vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
        vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
        vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
        vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
        vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
        vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
        vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);

        vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
        g0000 *= norm00.x;
        g0100 *= norm00.y;
        g1000 *= norm00.z;
        g1100 *= norm00.w;

        vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
        g0001 *= norm01.x;
        g0101 *= norm01.y;
        g1001 *= norm01.z;
        g1101 *= norm01.w;

        vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
        g0010 *= norm10.x;
        g0110 *= norm10.y;
        g1010 *= norm10.z;
        g1110 *= norm10.w;

        vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
        g0011 *= norm11.x;
        g0111 *= norm11.y;
        g1011 *= norm11.z;
        g1111 *= norm11.w;

        float n0000 = dot(g0000, Pf0);
        float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
        float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
        float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
        float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
        float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
        float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
        float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
        float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
        float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
        float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
        float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
        float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
        float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
        float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
        float n1111 = dot(g1111, Pf1);

        vec4 fade_xyzw = fade(Pf0);
        vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
        vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
        vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
        vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
        float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
        return 2.2 * n_xyzw;
        }

        varying vec3 fNormal;
        varying vec3 fPosition;
        varying float height;
        uniform float time;

        void main()
        {
        fNormal = normalize(normalMatrix * normal);
        height = cnoise(vec4(position,time*10.))*.4 + cnoise(vec4(position*10.,time*10.))*.2;
        vec4 pos = modelViewMatrix * vec4(position+normal*height, 1.0);
        fPosition = pos.xyz;
        gl_Position = projectionMatrix * pos;
        }

    </script>

    <script type="x-shader/x-vertex" id="fragmentShader">
        precision highp float;
        uniform float time;
        uniform vec2 resolution;
        varying vec3 fPosition;
        varying vec3 fNormal;
        varying float height;

        void main()
        {
        gl_FragColor = vec4(fNormal - vec3(height*2.), 1.0);
        }
    </script>
            
          
!
            
              			body { margin: 0; }
			#container { width: 100%; height: 100%; position:fixed; margin:auto;}
            
          
!
            
                  console.log("Script did run");
        
        start = Date.now();
        
        window.addEventListener( 'load', function() {
                    
        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 1000 );

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );
         var container = document.getElementById( 'container' );
        container.appendChild( renderer.domElement );

        var geometry = new THREE.BoxGeometry( 1, 1, 1 );

        var material = new THREE.ShaderMaterial( {
            uniforms: { 
                time: { // float initialized to 0
                    type: "f", 
                    value: 0.0 
                }
            },

            vertexShader: document.getElementById( 'vertexShader' ).textContent,
            fragmentShader: document.getElementById( 'fragmentShader' ).textContent

        } );


        var cube = new THREE.Mesh( geometry, material );

        var Ico = new THREE.Mesh(new THREE.IcosahedronGeometry(1,5), material);
        Ico.rotation.z = 0.5;
        scene.add(Ico);

        camera.position.z = 5;
        
        var render = function() {
            requestAnimationFrame( render );
                material.uniforms[ 'time' ].value = .00025 * ( Date.now() - start );
                Ico.rotation.x += 0.01;
				Ico.rotation.y += 0.01;

            renderer.render( scene, camera );
        };

        render();

        } );

            
          
!
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