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HTML

              
                <!DOCTYPE html>
<meta charset="utf-8">
<style>
  body {
    margin: 0px;
    overflow: hidden;
  }
  
  .stage {
    position: absolute;
    left: 0px;
    top: 0px;
  }
</style>

<body>
</body>

<script id="vs" type='x-shader'>
  attribute vec2 a_pos;
  void main() {
    gl_Position = vec4(a_pos, 0.0, 1.0);
  }
</script>

<script id="fs" type='x-shader'>
  precision mediump float;
  
  uniform float time;
  uniform vec2 resolution;
  const float pi = 3.141592653589793;

  float sdCapsule( vec2 p, vec2 a, vec2 b, float r ) {
    vec2 pa = p - a, ba = b - a;
    float h = clamp( dot(pa, ba) / dot(ba , ba), 0.0, 1.0 );
    return length( pa - ba * h ) - r;
  }

  float motor(float _min, float _max, float time) {
    float t = 0.5 + 0.5 * sin(time);
    return mix(_min, _max, t);
  }
    
  void rotate_from_origin(vec2 origin, out vec2 target, float r, float angle) {
    target.x = origin.x + r * cos(angle);
    target.y = origin.y + r * sin(angle);
  }

  vec2 preserve(vec2 p0, vec2 p1, float len) {
    vec2 v = p1 - p0;
    vec2 u = normalize(v);
    return p0 + len * u;
  }

  void main( void ) {
    vec2 p = ( gl_FragCoord.xy / resolution.xy );
    p = 2.0 * p - 1.0;
    p.x *= resolution.x / resolution.y;

    float t = time * 2.0;
    float cx = 0.25;
    vec2 p0 = vec2(-cx, 0.0);
    vec2 p1 = vec2(-cx, -0.2);
    vec2 p2 = vec2(-cx, -0.4);
    vec2 p3 = vec2(-cx, 0.2);
    vec2 p4 = vec2(-cx, -0.4);

    vec2 p5 = vec2(cx, 0.0);
    vec2 p6 = vec2(cx, -0.2);
    vec2 p7 = vec2(cx, -0.4);
    vec2 p8 = vec2(cx, 0.2);
    vec2 p9 = vec2(cx, -0.4);

    vec2 p10 = vec2(0.0, 0.0);
    vec2 p11 = vec2(cx, -0.2);

    float angle0 = 0.0;
    float angle1 = 0.0;
    p0.y = motor(-0.05, 0.05, t * 4.0);
    angle0 = motor(pi * 0.15, pi * 0.65, t * 2.0 - pi * 0.5);
    angle1 = motor(pi * 0.15, pi * 0.65, t * 2.0 + pi * 0.5);
    rotate_from_origin(p0, p1, 0.2, angle0); 
    rotate_from_origin(p0, p3, 0.2, angle1); 
    angle0 += motor(0.0, pi * 0.5, t * 2.0 + pi);
    angle1 += motor(0.0, pi * 0.5, t * 2.0 + pi + pi);
    rotate_from_origin(p1, p2, 0.2, angle0);
    rotate_from_origin(p3, p4, 0.2, angle1);

    p5.y = motor(-0.05, 0.05, t * 4.0);
    angle0 = motor(pi * 0.15, pi * 0.65, t * 2.0 - pi * 0.5);
    angle1 = motor(pi * 0.15, pi * 0.65, t * 2.0 + pi * 0.5);
    rotate_from_origin(p5, p6, 0.2, angle0); 
    rotate_from_origin(p5, p8, 0.2, angle1); 
    angle0 += motor(0.0, pi * 0.5, t * 2.0 + pi);
    angle1 += motor(0.0, pi * 0.5, t * 2.0 + pi + pi);
    rotate_from_origin(p6, p7, 0.2, angle0);
    rotate_from_origin(p8, p9, 0.2, angle1);

    p10.y = motor(-0.02, 0.02, t * 4.0 - pi * 0.5);
    p11 = preserve(p5, p11, 0.25);

    float col = 0.0;
    float d = 0.0;
    float w = 0.05;
    d = sdCapsule(p, p0, p1, w);
    d = min(d, sdCapsule(p, p1, p2, w));
    d = min(d, sdCapsule(p, p0, p3, w));
    d = min(d, sdCapsule(p, p3, p4, w));

    d = min(d, sdCapsule(p, p5, p6, w));
    d = min(d, sdCapsule(p, p6, p7, w));
    d = min(d, sdCapsule(p, p5, p8, w));
    d = min(d, sdCapsule(p, p8, p9, w));

    d = min(d, sdCapsule(p, p0, p10, w));
    d = min(d, sdCapsule(p, p10, p5, w));
    d = min(d, sdCapsule(p, p5, p11, w));

    col = d;
    float c = sin(d * pi * 25.0);
    col = smoothstep(0.0, 0.01, d) * c;
    
    vec3 color = mix(vec3(1.0, 1.0, 0.4), vec3(0.0, 0.45, 0.5), col);

    gl_FragColor = vec4( color, 1.0 );
  }
</script>

<script id="vs-grid" type='x-shader'>
  attribute vec2 a_pos;
  attribute vec2 a_texCoords;
  varying vec2 v_texCoords;
  void main() {
    v_texCoords = a_texCoords;
    gl_Position = vec4(a_pos, 0.0, 1.0);
  }
</script>

<script id="fs-grid" type='x-shader'>
  precision mediump float;
  uniform float time;
  uniform sampler2D image;
  varying vec2 v_texCoords;
  
  void main() {
    vec4 col = texture2D(image, v_texCoords);
    col = vec4(col.rgb, 1.0);
    gl_FragColor = col;
  }
</script>

<script>
  var g = document.createElement('canvas').getContext('2d');
  g.canvas.width = innerWidth;
  g.canvas.height = innerHeight;
  g.canvas.className = 'stage';
  
  var gl = document.createElement('canvas').getContext('webgl');
  gl.canvas.width = innerWidth;
  gl.canvas.height = innerHeight;
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  gl.canvas.className = 'stage';
  
  document.body.appendChild(gl.canvas);
  document.body.appendChild(g.canvas);
  
  var render_mod = 0;
  var touched = false;
  var frameCount = 0, time = 0;
  var glo = {};
  glo.quad = {};
  glo.grid = {};
  
  var lerp = function(a, b, t) {
    return a + (b - a) * t;
  };
  
  var vec2 = {};
  vec2.distance = function(a, b) {
    var dx = b[0] - a[0];
    var dy = b[1] - a[1];
    return Math.sqrt(dx*dx + dy*dy);
  };
  vec2.add = function(a, b) {
    return [ a[0] + b[0], a[1] + b[1] ];
  };
  vec2.sub = function(a, b) {
    return [ a[0] - b[0], a[1] - b[1] ];
  };
  vec2.normalize = function(v) {
    var d = Math.sqrt(v[0]*v[0] + v[1]*v[1]);
    return d > 0 ? [ v[0]/d, v[1]/d ] : null;
  };
  vec2.lerp = function(a, b, t) {
    return [ lerp(a[0], b[0], t), lerp(a[1], b[1], t) ];
  };
  
  vec2.pointInBezier = function(bezier, t) {
    var a = bezier[0], b = bezier[1], c = bezier[2], d = bezier[3];
    var ab = vec2.lerp(a, b, t);
    var bc = vec2.lerp(b, c, t);
    var cd = vec2.lerp(c, d, t);
    var abc = vec2.lerp(ab, bc, t);
    var bcd = vec2.lerp(bc, cd, t);
    return vec2.lerp(abc, bcd, t);
  };
  
  var grid = {
    points: [],
    nx: 2,
    ny: 2,
    picked_pt: null,
    picked_cp: null,
    lt: null,
    rt: null,
    lb: null,
    rb: null,
    bezier_t: null,
    bezier_b: null,    
    bezier_l: null,
    bezier_r: null,
    cp_l0: null,
    cp_l1: null,
    cp_r0: null,
    cp_r1: null,
    cp_t0: null,
    cp_t1: null,
    cp_b0: null,
    cp_b1: null,
    cps: null
  };
  
  var initGrid = function(nx, ny) {
    grid.nx = nx;
    grid.ny = ny;
    for(var y = 0; y < grid.ny; y++) {
      var fy = 1 - y / (grid.ny - 1) * 2;
      for(var x = 0; x < grid.nx; x++) {
        var fx = x / (grid.nx - 1) * 2 - 1;
        grid.points.push([fx * 0.5, fy * 0.5]);
      }
    }
    
    grid.lt = grid.points[0];
    grid.rt = grid.points[nx - 1];
    grid.rb = grid.points[grid.points.length - 1];
    grid.lb = grid.points[grid.points.length - nx];
    
    grid.cp_l0 = [grid.lt[0] * 1.1, lerp(grid.lt[1], grid.lb[1], 0.1)];
    grid.cp_l1 = [grid.lb[0] * 1.1, lerp(grid.lt[1], grid.lb[1], 0.9)];
    grid.cp_r0 = [grid.rt[0] * 1.1, lerp(grid.rt[1], grid.rb[1], 0.1)];
    grid.cp_r1 = [grid.rb[0] * 1.1, lerp(grid.rt[1], grid.rb[1], 0.9)];
    grid.cp_t0 = [lerp(grid.lt[0], grid.rt[0], 0.1), grid.lt[1] * 1.1];
    grid.cp_t1 = [lerp(grid.lt[0], grid.rt[0], 0.9), grid.rt[1] * 1.1];
    grid.cp_b0 = [lerp(grid.lb[0], grid.rb[0], 0.1), grid.lb[1] * 1.1];
    grid.cp_b1 = [lerp(grid.lb[0], grid.rb[0], 0.9), grid.rb[1] * 1.1];
    
    grid.bezier_t = [grid.lt, grid.cp_t0, grid.cp_t1, grid.rt];
    grid.bezier_b = [grid.lb, grid.cp_b0, grid.cp_b1, grid.rb];
    grid.bezier_l = [grid.lt, grid.cp_l0, grid.cp_l1, grid.lb];
    grid.bezier_r = [grid.rt, grid.cp_r0, grid.cp_r1, grid.rb];
    
    grid.cps = [
      grid.cp_l0, grid.cp_l1, grid.cp_r0, grid.cp_r1,
      grid.cp_t0, grid.cp_t1, grid.cp_b0, grid.cp_b1
    ];
    
    updateGridBezier();
  };
  
  var drawGrid = function() {
    g.clearRect(0, 0, g.canvas.width, g.canvas.height);
    var p, i, ix, iy, x, y;
    
    g.globalAlpha = 0.5;
    
    g.beginPath();
    for(iy = 0; iy < grid.ny; iy++) {
      for(ix = 0; ix < grid.nx; ix++) {
        i = iy * grid.nx + ix;
        p = grid.points[i];
        x = (0.5 + p[0] * 0.5) * g.canvas.width;
        y = (0.5 - p[1] * 0.5) * g.canvas.height;
        if(ix === 0) {
          g.moveTo(x, y);
        }
        else {
          g.lineTo(x, y);
        }
      }
    }
    for(ix = 0; ix < grid.nx; ix++) {
      for(iy = 0; iy < grid.ny; iy++) {
        i = iy * grid.nx + ix;
        p = grid.points[i];
        x = (0.5 + p[0] * 0.5) * g.canvas.width;
        y = (0.5 - p[1] * 0.5) * g.canvas.height;
        if(iy === 0) {
          g.moveTo(x, y);
        }
        else {
          g.lineTo(x, y);
        }
      }
    }
    g.lineWidth = 3;
    g.strokeStyle = 'rgba(255, 255, 255, 1)';
    g.stroke();
    g.lineWidth = 1;
    g.strokeStyle = 'rgba(0, 0, 0, 1)';
    g.stroke();
    
    g.beginPath();
    for(i = 0; i < grid.points.length; i++) {
      p = grid.points[i];
      x = (0.5 + p[0] * 0.5) * g.canvas.width;
      y = (0.5 - p[1] * 0.5) * g.canvas.height;
      g.moveTo(x + 3, y);
      g.arc(x, y, 3, 0, Math.PI * 2);
      
    }
    g.fillStyle = 'rgba(0, 0, 0, 1)';
    g.fill();
    g.strokeStyle = 'rgba(255, 255, 255, 1)';
    g.stroke();
    
    g.fillStyle = 'rgba(255, 0, 0, 1)';
    g.beginPath();
    for(i = 0; i < grid.cps.length; i++) {
      p = grid.cps[i];
      x = (0.5 + p[0] * 0.5) * g.canvas.width;
      y = (0.5 - p[1] * 0.5) * g.canvas.height;
      g.moveTo(x + 3, y);
      g.arc(x, y, 3, 0, Math.PI * 2);
    }
    g.fill();
    g.strokeStyle = 'rgba(255, 255, 255, 1)';
    g.stroke();
  };
  
  var getNearestPoint = function(points, ref, radius) {
    var q, i, x, y, dx, dy, d, min_d, res;
    x = ref.x / g.canvas.width * 2 - 1;
    y = 1 - ref.y / g.canvas.height * 2;
    min_d = Number.MAX_VALUE;
    for(i = 0; i < points.length; i++) {
      q = points[i];
      dx = x - q[0];
      dy = y - q[1];
      d = dx*dx + dy*dy;
      if(d < min_d) {
        res = q;
        min_d = d;
      }
    }
    var r = radius / Math.max(g.canvas.width, g.canvas.height) * 2;
    return Math.sqrt(min_d) < r ? res : null;
  };
  
  var updateGridLinear = function() {
    var q, i, ix, iy, x, y;
    for(iy = 0; iy < grid.ny; iy++) {
      y = iy / (grid.ny - 1);
      var yl = vec2.lerp(grid.lt, grid.lb, y);
      var yr = vec2.lerp(grid.rt, grid.rb, y);
      for(ix = 0; ix < grid.nx; ix++) {
        i = ix + iy * grid.nx;
        q = grid.points[i];
        x = ix / (grid.nx - 1);
        var k = vec2.lerp(yl, yr, x);
        q[0] = k[0];
        q[1] = k[1];
      }
    } 
  };
  
  var updateGridBezier = function() {
    var q, i, ix, iy, x, y;
    for(iy = 0; iy < grid.ny; iy++) {
      y = iy / (grid.ny - 1);
      var yl = vec2.pointInBezier(grid.bezier_l, y);
      var yr = vec2.pointInBezier(grid.bezier_r, y);
      var cp0 = vec2.lerp(grid.cp_t0, grid.cp_b0, y);
      var cp1 = vec2.lerp(grid.cp_t1, grid.cp_b1, y);
      for(ix = 0; ix < grid.nx; ix++) {
        i = ix + iy * grid.nx;
        q = grid.points[i];
        x = ix / (grid.nx - 1);
        var k = vec2.pointInBezier([yl, cp0, cp1, yr], x);
        q[0] = k[0];
        q[1] = k[1];
      }
    } 
  };
  
  var getTouchCoord = function(e) {
    var p = { x: 0, y: 0 };
    if(e.targetTouches) {
      p.x = e.targetTouches[0].pageX;
      p.y = e.targetTouches[0].pageY;
    }
    else {
      p.x = e.pageX;
      p.y = e.pageY;
    }
    return p;
  };
  
  var touchstart = function(e) {
    e.preventDefault();
    var p = getTouchCoord(e);
    touched = true;
    grid.picked_pt = getNearestPoint(grid.points, p, 5);
    grid.picked_cp = getNearestPoint(grid.cps, p, 5);
  };
  
  var touchend = function(e) {
    e.preventDefault();
    touched = false;
    grid.picked_pt = null;
    grid.picked_cp = null;
  };
  
  var touchmove = function(e) {
    e.preventDefault();
    if(touched) {
      var p = getTouchCoord(e);
      if(grid.picked_pt) {
        grid.picked_pt[0] = p.x / g.canvas.width * 2 - 1;
        grid.picked_pt[1] = 1 - p.y / g.canvas.height * 2;
        if(grid.picked_pt === grid.lt | grid.picked_pt === grid.rt | 
           grid.picked_pt === grid.lb | grid.picked_pt === grid.rb ) { 
          updateGridBezier();
        }
      }
      if(grid.picked_cp) {
        grid.picked_cp[0] = p.x / g.canvas.width * 2 - 1;
        grid.picked_cp[1] = 1 - p.y / g.canvas.height * 2;
        updateGridBezier();
      }
    }
  };
  
  var createAndSetupTexture = function(gl) {
    var texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    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);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

    return texture;
  };
  
  var createShaderProgram = function(vs_src, fs_src) {
    var vs = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vs, vs_src);
    gl.compileShader(vs);
    console.log(gl.getShaderInfoLog(vs));

    var fs = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fs, fs_src);
    gl.compileShader(fs);
    console.log(gl.getShaderInfoLog(fs));
    
    var prog = gl.createProgram();
    gl.attachShader(prog, vs);
    gl.attachShader(prog, fs);
    gl.linkProgram(prog);
    console.log(gl.getProgramInfoLog(prog));
    
    return {
      prog: prog,
      a: {},
      u: {}
    };
  };
  
  var getAttribLocations = function(shader, names) {
    var name_list = names.split(',').map(function(item) { return item.trim(); });
    for(var i in name_list) {
      var name = name_list[i];
      shader.a[name] = gl.getAttribLocation(shader.prog, name);
    }
  };
  
  var getUniformLocations = function(shader, names) {
    var name_list = names.split(',').map(function(item) { return item.trim(); });
    for(var i in name_list) {
      var name = name_list[i];
      shader.u[name] = gl.getUniformLocation(shader.prog, name);
    }
  };
  
  var initGL = function() {
    var vs_src, fs_src;
    
    // quad related
    vs_src = document.querySelector('#vs').textContent;
    fs_src = document.querySelector('#fs').textContent;
    
    glo.quad.shader = createShaderProgram(vs_src, fs_src);
    getAttribLocations(glo.quad.shader, 'a_pos');
    getUniformLocations(glo.quad.shader, 'resolution, time');
    
    glo.quad.vb = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.quad.vb);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), gl.STATIC_DRAW);
    
    var colorTexture = createAndSetupTexture(gl);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.canvas.width, gl.canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    
    var fbo = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTexture, 0);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    
    glo.fbo = fbo;
    glo.image = colorTexture;
    
    // grid related
    var i, p, x, y, fx, fy;
    glo.grid.verts = new Float32Array(grid.nx * grid.ny * 2);
    glo.grid.indices = [];
    glo.grid.texCoords = new Float32Array(grid.nx * grid.ny * 2);
    for(y = 0; y < grid.ny; y++) {
      fy = y / (grid.ny - 1); 
      for(x = 0; x < grid.nx; x++) {
        fx = x / (grid.nx - 1);
        i = y * grid.nx + x;
        p = grid.points[i];
        glo.grid.verts[i * 2 + 0] = p[0]; 
        glo.grid.verts[i * 2 + 1] = p[1];
        glo.grid.texCoords[i * 2 + 0] = fx; 
        glo.grid.texCoords[i * 2 + 1] = fy; 
        
        if(x < grid.nx - 1 && y < grid.ny - 1) {
          glo.grid.indices.push(i, i + grid.nx, i + grid.nx + 1);
          glo.grid.indices.push(i, i + grid.nx + 1, i + 1);
        }
      }
    }
    
    vs_src = document.querySelector('#vs-grid').textContent;
    fs_src = document.querySelector('#fs-grid').textContent;
    glo.grid.shader = createShaderProgram(vs_src, fs_src);
    
    getAttribLocations(glo.grid.shader, 'a_pos, a_texCoords');
    getUniformLocations(glo.grid.shader, 'time, image');
    
    glo.grid.vb = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.grid.vb);
    gl.bufferData(gl.ARRAY_BUFFER, glo.grid.verts, gl.STATIC_DRAW);
    
    glo.grid.tb = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.grid.tb);
    gl.bufferData(gl.ARRAY_BUFFER, glo.grid.texCoords, gl.STATIC_DRAW);
    
    glo.grid.ib = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glo.grid.ib);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(glo.grid.indices), gl.STATIC_DRAW);
  };
  
  var drawGL = function() {
    //-- quad
    gl.bindFramebuffer(gl.FRAMEBUFFER, glo.fbo);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.useProgram(glo.quad.shader.prog);
    gl.uniform2f(glo.quad.shader.u.resolution, gl.canvas.width, gl.canvas.height);
    gl.uniform1f(glo.quad.shader.u.time, time);
    
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.quad.vb);
    gl.vertexAttribPointer(glo.quad.shader.a.a_pos, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(glo.quad.shader.a.a_pos);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  
    //-- grid
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    gl.useProgram(glo.grid.shader.prog);
    gl.uniform1f(glo.grid.shader.u.time, time);
    gl.activeTexture(gl.TEXTURE0);
    gl.uniform1i(glo.grid.shader.u.image, 0);
    gl.bindTexture(gl.TEXTURE_2D, glo.image);
    
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.grid.vb);
    gl.bufferData(gl.ARRAY_BUFFER, glo.grid.verts, gl.STREAM_DRAW);
    gl.vertexAttribPointer(glo.grid.shader.a.a_pos, 2, gl.FLOAT, false, 0, 0);
    
    gl.bindBuffer(gl.ARRAY_BUFFER, glo.grid.tb);
    gl.vertexAttribPointer(glo.grid.shader.a.a_texCoords, 2, gl.FLOAT, false, 0, 0);
    
    gl.enableVertexAttribArray(glo.grid.shader.a.a_pos);
    gl.enableVertexAttribArray(glo.grid.shader.a.a_texCoords);
    
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glo.grid.ib);
    gl.drawElements(gl.TRIANGLES, glo.grid.indices.length, gl.UNSIGNED_SHORT, 0);
  };
  
  var draw = function() {
    if(render_mod === 0) {
      drawGL();
      drawGrid();
    }
    
    if(render_mod === 1) {
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
      drawGrid();
    }
    
    if(render_mod === 2) {
      g.clearRect(0, 0, g.canvas.width, g.canvas.height);
      drawGL();
    }
  };
  
  var update = function() {
    time = frameCount / 60;
    
    for(var i = 0; i < grid.points.length; i++) {
      var p = grid.points[i];
      glo.grid.verts[2 * i + 0] = p[0];
      glo.grid.verts[2 * i + 1] = p[1];
    }
    
    frameCount++;
  };
  
  var loop = function() {
    update();
    draw();
    requestAnimationFrame(loop);
  };
  
  window.addEventListener('mousedown', touchstart, false);
  window.addEventListener('mouseup', touchend, false);
  window.addEventListener('mousemove', touchmove, false);
  window.addEventListener('touchstart', touchstart, false);
  window.addEventListener('touchend', touchend, false);
  window.addEventListener('touchmove', touchmove, false);
  
  window.onkeydown = function(e) {
    switch(e.keyCode) {
      case 32:
        render_mod++;
        render_mod = render_mod % 3;
        break;
    }
  };
  
  var init = function() {
    initGrid(20, 20);
    initGL();
    updateGridBezier();
    loop();
  };
  
  init();
</script>
              
            
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JS

              
                
              
            
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