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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.

  box-sizing border-box

  background-color #111

  height 100vh
  width 100vw
  filter blur(2px)
              const UPPER_LIMIT_Y = 20
const UPPER_LIMIT_X = 2
const LOWER_LIMIT_X = -2
const MAX_SIZE = 6
const MIN_SIZE = 2
const AMOUNT = 250
const COLOR = 0xffffff
const { Application, Graphics } = PIXI
const floored = v => Math.floor(Math.random() * v)
const update = p =>
  Math.random() > 0.5
    ? Math.max(LOWER_LIMIT_X, p - 1)
    : Math.min(p + 1, UPPER_LIMIT_X)

const reset = p => {
  p.x = floored(app.renderer.width)
  p.y = -(p.height + floored(app.renderer.height))
  p.vy = floored(UPPER_LIMIT_Y)

const genParticles = t =>
  new Array(AMOUNT).fill().map(p => {
    const SIZE = floored(MAX_SIZE) + MIN_SIZE
    p = new PIXI.Sprite(t)
    p.scale.x = p.scale.y = SIZE / 100
    // p.width = p.height = SIZE
    p.vx = floored(UPPER_LIMIT_X) - UPPER_LIMIT_X
    p.vy = floored(UPPER_LIMIT_Y)
    p.alpha = Math.random()
    p.x = floored(app.renderer.width)
    p.y = -(SIZE + floored(app.renderer.height))
    return p

const app = new Application({
  antialias: true,
  transparent: true,

const drops = new PIXI.particles.ParticleContainer(AMOUNT, {
  scale: true,
  position: true,
  alpha: true,

const p = new Graphics()
p.drawCircle(0, 0, 100)
const baseTexture = app.renderer.generateTexture(p)
let particles = genParticles(baseTexture)

// app.stage.filters = [new PIXI.filters.BlurFilter(3)]
app.ticker.add(i => {
  if (
    app.renderer.height !== innerHeight ||
    app.renderer.width !== innerWidth
  ) {
    app.renderer.resize(innerWidth, innerHeight)
    particles = genParticles(baseTexture)
  for (let particle of particles) {
    if (particle.y > 0) particle.x += particle.vx
    particle.y += particle.vy

    if (Math.random() > 0.9) particle.vx = update(particle.vx)
    if (Math.random() > 0.9)
      particle.vy = Math.min(particle.vy + 1, UPPER_LIMIT_Y)

    if (
      particle.x > app.renderer.width ||
      particle.x < 0 ||
      particle.y > app.renderer.height


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