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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.

            
                <canvas style="width: 1000px; height: 600px;" id="cloudWave" width="1000" height="600"></canvas>

            
          
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              body {
  background: #000;
}
canvas {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
}
            
          
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              var pow = Math.pow,
sqrt = Math.sqrt,
sin = Math.sin,
cos = Math.cos,
PI = Math.PI,
c1 = 1.70158,
c2 = c1 * 1.525,
c3 = c1 + 1,
c4 = ( 2 * PI ) / 3,
c5 = ( 2 * PI ) / 4.5;

// x is the fraction of animation progress, in the range 0..1
function bounceOut(x) {
var n1 = 7.5625,
  d1 = 2.75;
if ( x < 1/d1 ) {
  return n1*x*x;
} else if ( x < 2/d1 ) {
  return n1*(x-=(1.5/d1))*x + .75;
} else if ( x < 2.5/d1 ) {
  return n1*(x-=(2.25/d1))*x + .9375;
} else {
  return n1*(x-=(2.625/d1))*x + .984375;
}
}

const easing = {
linear: function(x) { return x; },
swing: function (x) {
  return $.easing[$.easing.def](x);
},
easeInQuad: function (x) {
  return x * x;
},
easeOutQuad: function (x) {
  return 1 - ( 1 - x ) * ( 1 - x );
},
easeInOutQuad: function (x) {
  return x < 0.5 ?
    2 * x * x :
    1 - pow( -2 * x + 2, 2 ) / 2;
},
easeInCubic: function (x) {
  return x * x * x;
},
easeOutCubic: function (x) {
  return 1 - pow( 1 - x, 3 );
},
easeInOutCubic: function (x) {
  return x < 0.5 ?
    4 * x * x * x :
    1 - pow( -2 * x + 2, 3 ) / 2;
},
easeInQuart: function (x) {
  return x * x * x * x;
},
easeOutQuart: function (x) {
  return 1 - pow( 1 - x, 4 );
},
easeInOutQuart: function (x) {
  return x < 0.5 ?
    8 * x * x * x * x :
    1 - pow( -2 * x + 2, 4 ) / 2;
},
easeInQuint: function (x) {
  return x * x * x * x * x;
},
easeOutQuint: function (x) {
  return 1 - pow( 1 - x, 5 );
},
easeInOutQuint: function (x) {
  return x < 0.5 ?
    16 * x * x * x * x * x :
    1 - pow( -2 * x + 2, 5 ) / 2;
},
easeInSine: function (x) {
  return 1 - cos( x * PI/2 );
},
easeOutSine: function (x) {
  return sin( x * PI/2 );
},
easeInOutSine: function (x) {
  return -( cos( PI * x ) - 1 ) / 2;
},
easeInExpo: function (x) {
  return x === 0 ? 0 : pow( 2, 10 * x - 10 );
},
easeOutExpo: function (x) {
  return x === 1 ? 1 : 1 - pow( 2, -10 * x );
},
easeInOutExpo: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ?
    pow( 2, 20 * x - 10 ) / 2 :
    ( 2 - pow( 2, -20 * x + 10 ) ) / 2;
},
easeInCirc: function (x) {
  return 1 - sqrt( 1 - pow( x, 2 ) );
},
easeOutCirc: function (x) {
  return sqrt( 1 - pow( x - 1, 2 ) );
},
easeInOutCirc: function (x) {
  return x < 0.5 ?
    ( 1 - sqrt( 1 - pow( 2 * x, 2 ) ) ) / 2 :
    ( sqrt( 1 - pow( -2 * x + 2, 2 ) ) + 1 ) / 2;
},
easeInElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 :
    -pow( 2, 10 * x - 10 ) * sin( ( x * 10 - 10.75 ) * c4 );
},
easeOutElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 :
    pow( 2, -10 * x ) * sin( ( x * 10 - 0.75 ) * c4 ) + 1;
},
easeInOutElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ?
    -( pow( 2, 20 * x - 10 ) * sin( ( 20 * x - 11.125 ) * c5 )) / 2 :
    pow( 2, -20 * x + 10 ) * sin( ( 20 * x - 11.125 ) * c5 ) / 2 + 1;
},
easeInBack: function (x) {
  return c3 * x * x * x - c1 * x * x;
},
easeOutBack: function (x) {
  return 1 + c3 * pow( x - 1, 3 ) + c1 * pow( x - 1, 2 );
},
easeInOutBack: function (x) {
  return x < 0.5 ?
    ( pow( 2 * x, 2 ) * ( ( c2 + 1 ) * 2 * x - c2 ) ) / 2 :
    ( pow( 2 * x - 2, 2 ) *( ( c2 + 1 ) * ( x * 2 - 2 ) + c2 ) + 2 ) / 2;
},
easeInBounce: function (x) {
  return 1 - bounceOut( 1 - x );
},
easeOutBounce: bounceOut,
easeInOutBounce: function (x) {
  return x < 0.5 ?
    ( 1 - bounceOut( 1 - 2 * x ) ) / 2 :
    ( 1 + bounceOut( 2 * x - 1 ) ) / 2;
}
}

    const VERTEX_SHADER = `

    vec3 mod289(vec3 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 mod289(vec4 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 permute(vec4 x) {
        return mod289(((x*34.0)+1.0)*x);
    }

    vec4 taylorInvSqrt(vec4 r) {
        return 1.79284291400159 - 0.85373472095314 * r;
    }

    vec3 fade(vec3 t) {
        return t*t*t*(t*(t*6.0-15.0)+10.0);
    }

    float cn(vec3 P) {
        vec3 Pi0 = floor(P);
        vec3 Pi1 = Pi0 + vec3(1.0);
        Pi0 = mod289(Pi0);
        Pi1 = mod289(Pi1);
        vec3 Pf0 = fract(P);
        vec3 Pf1 = Pf0 - vec3(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 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);

        vec4 gx0 = ixy0 * (1.0 / 7.0);
        vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);

        vec4 gx1 = ixy1 * (1.0 / 7.0);
        vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);

        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;

        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);

        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
        return 2.2 * n_xyz;
    }
    attribute float opacity;
    
    uniform float time;
    varying vec3 v_normal;
    // varying float v_addLength;
    varying float v_color;
    varying float v_opacity;
    
    void main() {


      v_normal = normal;
      v_opacity = opacity;
      
      float maxLength = 7.7;
      float addLength = maxLength * cn(normalize(position) * 2.9 + time * 0.9);
      v_color = maxLength * cn(normalize(position) * 0.6 + (time) * 0.6) * 0.82;
      // v_addLength = addLength;
      vec3 newPosition = position + normal * addLength;

      vec4 mPosition = modelViewMatrix * vec4(newPosition, 1.0);
      if (mPosition.z < 0.0) {
        // mPosition.x = 1000.0;
        gl_PointSize = 0.0;
      }
      gl_PointSize = opacity * 1.0;
      gl_Position = projectionMatrix * mPosition;
    }
`;
    const FRAGMENT_SHADER = `
    varying float v_opacity;
    varying vec3 v_normal;
    varying float v_color;
    
    void main() {
      // vec3 color = normalize(v_color * 0.5 + 0.5 * v_normal + 0.1) * (v_color + 0.1) * 2.0;
      vec3 color = (v_color * 0.05) + v_normal + 0.5;
      color.x += v_color * 0.2;
      color.z += v_color * 0.2;
      gl_FragColor = vec4(normalize(color) , v_opacity);
        // gl_FragColor = vec4(v_opacity,v_opacity,v_opacity,v_opacity);
    }
`;

    const radius = 100;
    const smallRadius = radius * 0.9;
    const smallHeight = radius * 0.3;

    let canvas = document.querySelector('#cloudWave');
    let scene = new THREE.Scene();
    let camera = new THREE.PerspectiveCamera(
      50,
      canvas.width / canvas.height,
      0.1,
      10000
    );
    // camera.position.y = -4;
    camera.position.z = 600;
    camera.lookAt(new THREE.Vector3)
    renderer = new THREE.WebGLRenderer({
      canvas,
      antialias: true
    });

    renderer.setSize(canvas.width, canvas.height);
    renderer.setClearColor(0x000000, 1);
    renderer.setPixelRatio(1);
    let material = new THREE.ShaderMaterial({
      vertexShader: VERTEX_SHADER,
      fragmentShader: FRAGMENT_SHADER,
      uniforms: {
        time: { type: '1f', value: 0 }
      },
      transparent: true,
      blending: THREE.AdditiveBlending
    });

    function createPoints(radius, position, opacityStart = 0.5, opacityEnd = -0.2, opacityMax = 1) {
      let initGeom = new THREE.IcosahedronGeometry(radius, 5);
      let geom = new THREE.Geometry();
      let bufferGeom = new THREE.BufferGeometry();
      let opacities = [];
      let normals = [];
      let vertices = [];

      let opacityStartVal = -1 * opacityStart * radius;
      let opacityEndVal = -1 * opacityEnd * radius;

      initGeom.lookAt(new THREE.Vector3(Math.random(), Math.random(), Math.random()));
      geom.vertices = initGeom.vertices;
      geom.vertices = geom.vertices.filter(v => {
        let opacity = 1;
        if (v.z > opacityStartVal && v.z < opacityEndVal) {
          opacity = easing.easeOutCubic((v.z - opacityEndVal) / (opacityStartVal - opacityEndVal));
        }

        opacities.push(opacity);
        v.opacity = opacity * opacityMax;
        return v.z < opacityEndVal;
      });
      geom.lookAt(position.clone().negate());
      geom.translate(position.x, position.y, position.z);
      vertices = geom.vertices;

      let length = vertices.length;
      let bufferVertices = new Float32Array(length * 3);
      let bufferNormals = new Float32Array(length * 3);
      let bufferOpacity = new Float32Array(length);

      vertices.forEach((v, i) => {
        bufferVertices[i * 3] = v.x;
        bufferVertices[i * 3 + 1] = v.y;
        bufferVertices[i * 3 + 2] = v.z;
        v.normalize();
        bufferNormals[i * 3] = v.x;
        bufferNormals[i * 3 + 1] = v.y;
        bufferNormals[i * 3 + 2] = v.z;
        bufferOpacity[i] = v.opacity;
      });
      // console.log(vertices)
      bufferGeom.addAttribute('position', new THREE.BufferAttribute(bufferVertices, 3));
      bufferGeom.addAttribute('normal', new THREE.BufferAttribute(bufferNormals, 3));
      bufferGeom.addAttribute('opacity', new THREE.BufferAttribute(bufferOpacity, 1));

      let points = new THREE.Points(bufferGeom, material);
      return points;
    }

    scene.add(createPoints(
      radius * 0.9,
      new THREE.Vector3(0, radius * 0.18, 0),
      0.9, 0.0, 0.9
    ));

    scene.add(createPoints(
      radius * 0.92,
      new THREE.Vector3(radius * -0.1, radius * 0.13, -radius * 0.1),
      0.6, 0.2, 0.6
    ));
    
    // scene.add(createPoints(
    //   radius * 0.8,
    //   new THREE.Vector3(radius * -0.05, radius * 0.1, radius * 0.03),
    //   0.2, -0.9, 0.0
    // ));
    scene.add(createPoints(
      radius * 1.21,
      new THREE.Vector3(radius * 0.06, radius * -0.02, radius * -0.13),
      0.98, 0.5, 0.8
    ));

    scene.add(createPoints(
      radius * 0.7,
      new THREE.Vector3(radius * -0.5, radius * -0.2, radius * 0.0),
      0.4, -0.2, 0.3
    ));

    scene.add(createPoints(
      radius * 0.99,
      new THREE.Vector3(radius * 0.0, radius * -0.001, -radius * 0.0),
      0.9, 0.8, 0.6
    ));

    scene.add(createPoints(
      radius * 0.65,
      new THREE.Vector3(radius * 0.5, radius * -0.26, radius * 0.2),
      0.4, -0.2, 0.3
    ));

    scene.add(createPoints(
      radius * 0.69,
      new THREE.Vector3(radius * 0.7, radius * -0.26, radius * 0.0),
      0.9, 0.0, 0.8
    ));
    
    scene.add(createPoints(
      radius * 0.69,
      new THREE.Vector3(radius * -0.7, radius * -0.26, radius * 0.0),
      0.9, -0.3, 0.9
    ));
    // scene.add(createPoints(
    //   radius * 0.8,
    //   new THREE.Vector3(radius * -0.55, radius * -0.05, radius * 0.0),
    //   0.2, 0.2, 0.5
    // ));

    let now = new Date();
    let pre = now;
    let cameraOffsetStep = 6;
    (function tick() {
      now = new Date();
      material.uniforms.time.value += (now - pre) * 0.0008;
      pre = now;
      if (camera.position.x > 200) {
        cameraOffsetStep = -2
      } else if (camera.position.x < -200) {
        cameraOffsetStep = 2
      }
      // camera.position.x += cameraOffsetStep;
      
      camera.lookAt(0,0,0);
      renderer.render(scene, camera);
      window.requestAnimationFrame(tick);
    })();
  
            
          
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