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<!-- uses jquery and gsap -->
<!-- these are verrrrrrry basic particles but look fine if you just need a quick effect. The parameters allow for a 'little' customisation. The particles are created dynamically as HTML elements.
Jquery is not required here really.
For a more comprehensive particle system I would use canvas as my base and create it that way --> 
<!-- clean up is very important with particles and this does not address that here -->
<img id="banner" src="" alt="gingerman"></img>
<p id='title1'>Quick and Dirty Particles - v1 - refresh page to see effect.</p>
<p id='particleContainer'></p>



                body {
	background-color: #ff0000;
  position: absolute;
.particle {
	font-size: 300px;
	font-family: "arial", sans-serif;
	position: absolute;
	visibility: hidden;
  position: absolute;
  mix-blend-mode: darken;
position: absolute;


                // this is very quick and dirty 
// usually I would opt for a more Object Oriented Clas based approach, but this is fine and lightweight for a quick effect

var density = 80;
var speed = 6;

var particleStartY = 1;//$(window).height()/2;
var particleStartX = $(this).width()/2;

var start = {yMin:particleStartY - 10,  yMax:particleStartY + 10,  xMin:particleStartX - 10, xMax:particleStartX + 10, scaleMin:0.1, scaleMax:0.2, opacityMin:0.2,  opacityMax:0.4};
var mid =   {yMin:particleStartY - 60, yMax:particleStartY + 60,   xMin:particleStartX - 15, xMax:particleStartX + 10, scaleMin:0.2, scaleMax:0.4,   opacityMin:0.15, opacityMax:0.2};
var end =   {yMin:particleStartY - 50,  yMax:particleStartY + 50,  xMin:particleStartX - 50, xMax:particleStartX + 50, scaleMin:0.4, scaleMax:0.3, opacityMin:0,    opacityMax:0.6};
var colors = ["#ffEEff","#ee00ee","#fafafa","#fafaf1","#efefef"];

	function range(map, prop) {
		var min = map[prop + "Min"],
			max = map[prop + "Max"];
		return min + (max - min) * Math.random();

	function spawn(particle) {
		var wholeDuration = (10 / speed) * (0.7 + Math.random() * 0.4),
			delay = wholeDuration * Math.random(),
			partialDuration = (wholeDuration + 1) * (0.3 + Math.random() * 0.4);

		//set the starting values
		TweenLite.set(particle, {y:range(start, "y"), x:range(start, "x"), scale:range(start, "scale"), opacity:range(start, "opacity"), visibility:"hidden", color:colors[ Math.floor(Math.random() * colors.length) ]});

		//the y tween should be continuous and smooth the whole duration, wholeDuration, {delay:delay, y:range(end, "y"), ease:Linear.easeNone});

		//now tween the x independently so that it looks more randomized (rather than linking it with scale/opacity changes too), partialDuration, {delay:delay, x:range(mid, "x"), ease:Power1.easeOut});, wholeDuration - partialDuration, {delay:partialDuration + delay, x:range(end, "x"), ease:Power1.easeIn});

		//now create some random scale and opacity changes
		partialDuration = wholeDuration * (0.5 + Math.random() * 0.3);, partialDuration, {delay:delay, scale:range(mid, "scale"), autoAlpha:range(mid, "opacity"), ease:Linear.easeNone});, wholeDuration - partialDuration, 
			{delay:partialDuration + delay, scale:range(end, "scale"), autoAlpha:range(end, "opacity"), ease:Linear.easeNone , onComplete:killparticle, onCompleteParams:[particle]}); // 

	function killparticle( particle){, 0.2, {opacity:0 });


	$(window).ready(function() {
		var body = $("#particleContainer"),
			i, particle;
		for (i = 0; i < density; i++) {
			spawn( $("<div />", {id:"particle"+i}).addClass("particle").text( "•" ).appendTo(body) );