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HTML

              
                <canvas id="myCanvas"></canvas>
<div class="logo" border="0"></div>
              
            
!

CSS

              
                body{
    width: 100%;
    height: 100%;
    background:#232627;
}

.logo {
  background: url('http://reactivespaces.com/static/img/rs_logo_white.png');
  width: 295px;
  height: 30px;
  border-style:none;
  position: absolute;
  top:50%;
  left:39%;
}
              
            
!

JS

              
                var Point = function(x, y) {
		this.x = x;
		this.y = y;
	};

var Point = function(x, y) {
		this.x = x;
		this.y = y;
	};

var Circle = function(rad, centerPoint) {
		this.rad = rad;
		this.centerPoint = centerPoint;
	};

var DelaunayDataSet = function(vertex, context) {
		this.vertex = vertex;
		this.context = context;

		this.fillTriangleColor = "#ff0000";
		this.fillTriangleCheck = true;

		this.strokeTriangleColor = "rgba( 255, 255, 255, 0)";
		this.strokeTriangleCheck = true;
	}

var TriSettings = [];
var lights = [];
var max_lights = 50;

DelaunayDataSet.prototype.drawLight = function() {
	while (lights.length < max_lights) {
		var light = {
			x: Math.random() * this.context.canvas.width,
			y: Math.random() * this.context.canvas.height,
			angle: Math.random() * 360 * (Math.PI / 180),
			speed: Math.random() * 10
		}
		lights.push(light);
	}
	for (var i = 0; i < lights.length; i++) {
		var light = lights[i];
		light.x += Math.cos(light.angle) * light.speed;
		light.y += Math.sin(light.angle) * light.speed;
		if (light.x < 0 || light.y < 0 || light.x > this.context.canvas.width || light.y > this.context.canvas.height) {
			light.x = Math.random() * this.context.canvas.width;
			light.y = Math.random() * this.context.canvas.height;
			continue;
		}
		with(this.context) {
			fillStyle = "#96c";
			beginPath();
			arc(light.x, light.y, 5, 0, 2 * Math.PI, false);
			shadowColor = '#96c';
			shadowBlur = 30;
			shadowOffsetX = 0;
			shadowOffsetY = 0;
			fill();
			closePath();
		}
	}
	this.context.shadowBlur = 0;
};

DelaunayDataSet.prototype.drawTriangle = function() {

	for (var i = 0; i < this.triangleVertexNumber.length; i += 3) {

		if (this.triangleVertexNumber[i] !== 0 && this.triangleVertexNumber[i] !== 1 && this.triangleVertexNumber[i] !== 2 && this.triangleVertexNumber[i + 1] !== 0 && this.triangleVertexNumber[i + 1] !== 1 && this.triangleVertexNumber[i + 1] !== 2 && this.triangleVertexNumber[i + 2] !== 0 && this.triangleVertexNumber[i + 2] !== 1 && this.triangleVertexNumber[i + 2] !== 2) {

			var ctx = this.context;
			var points = [];
			points.push({
				x: this.vertex[this.triangleVertexNumber[i]].x,
				y: this.vertex[this.triangleVertexNumber[i]].y
			});
			points.push({
				x: this.vertex[this.triangleVertexNumber[i + 1]].x,
				y: this.vertex[this.triangleVertexNumber[i + 1]].y
			});
			points.push({
				x: this.vertex[this.triangleVertexNumber[i + 2]].x,
				y: this.vertex[this.triangleVertexNumber[i + 2]].y
			});

			ctx.beginPath();
			ctx.moveTo(points[0].x, points[0].y)
			ctx.lineTo(points[1].x, points[1].y)
			ctx.lineTo(points[2].x, points[2].y)
			ctx.lineTo(points[0].x, points[0].y)

			if (this.fillTriangleCheck) {
				var settings = TriSettings[i];
				if (!settings) {
					var num = 120 + (80 / this.triangleVertexNumber.length * i) | 0;
					var sp = new Point(this.vertex[this.triangleVertexNumber[i]].x, this.vertex[this.triangleVertexNumber[i]].y);
					var ep = new Point(sp.x + 50 + Math.random() * 200, sp.y + 50 + Math.random() * 200);
					var opacity = .05 + Math.random() * .2;
					settings = {
						start_point: sp,
						end_point: ep,
						opacity: opacity
					}
					TriSettings[i] = settings;
				}

				var color = '70,70,70';
				var collision = false;
				for (var l = 0; l < lights.length; l++) {
					var collision = is_in_triangle(lights[l].x, lights[l].y, points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y)
					if (collision) {
						color = '153,102,204';
						continue;
					}
				}

				var grad = ctx.createLinearGradient(settings.start_point.x, settings.start_point.y, settings.end_point.x, settings.end_point.y);
				grad.addColorStop(0, 'rgba(0,0,0,' + settings.opacity + ')');
				grad.addColorStop(1, 'rgba(' + color + ',' + settings.opacity + ')');
				ctx.fillStyle = grad;
				ctx.fill();
			}

			if (this.strokeTriangleCheck) {
				ctx.strokeStyle = this.strokeTriangleColor;
				ctx.stroke();
			}

			ctx.closePath();

		}
	}
};

DelaunayDataSet.prototype.update = function() {

	var vertexNumber = this.vertex.length;
	this.triangleVertexNumber = [0, 1, 2];
	this.circumCircles = [];


	var firstCircle = calculationCircle(this.vertex[0], this.vertex[1], this.vertex[2]);
	this.circumCircles.push(firstCircle);

	for (var i = 3; i < vertexNumber; i++) {
		calTriangles(this, i);
		if (i > 3) {
			removeTriangle(this, i);
		}
	}

};


// define the method which is very useful


function distanceBetweenPoints(pt1, pt2) {
	var dx = pt2.x - pt1.x;
	var dy = pt2.y - pt1.y;

	return Math.sqrt(dx * dx + dy * dy);
}

function distanceBetweenPointAndCircle(pt, circle) {
	var dx = pt.x - circle.centerPoint.x;
	var dy = pt.y - circle.centerPoint.y;

	return Math.sqrt(dx * dx + dy * dy);
}

function judgeBetweenDistance(_pt, _circle) {
	var dis = distanceBetweenPointAndCircle(_pt, _circle);

	var circleJudge = false;
	if (dis < _circle.rad) {
		circleJudge = true;
	}

	return circleJudge;
}

//this is the process of 3 ( separating of the triangles, add the circum circles, and deleting the extra triangle


function calTriangles(_delaunayDataSet, num) {
	var newNumber = num;
	var pt = _delaunayDataSet.vertex[newNumber];

	var tempVertexNumber = [];
	var tempCircles = [];
	var tempNumbers = [];

	for (var i = 0; i < _delaunayDataSet.circumCircles.length; i++) {
		if (judgeBetweenDistance(pt, _delaunayDataSet.circumCircles[i])) {
			tempNumbers.push(i);

			var selectingNum01 = _delaunayDataSet.triangleVertexNumber[3 * i];
			var selectingNum02 = _delaunayDataSet.triangleVertexNumber[3 * i + 1];
			var selectingNum03 = _delaunayDataSet.triangleVertexNumber[3 * i + 2];

			tempVertexNumber.push(selectingNum01);
			tempVertexNumber.push(selectingNum02);
			tempVertexNumber.push(newNumber);

			tempVertexNumber.push(selectingNum02);
			tempVertexNumber.push(selectingNum03);
			tempVertexNumber.push(newNumber);

			tempVertexNumber.push(selectingNum03);
			tempVertexNumber.push(selectingNum01);
			tempVertexNumber.push(newNumber);

			var ct01circle1 = calculationCircle(_delaunayDataSet.vertex[selectingNum01], _delaunayDataSet.vertex[selectingNum02], _delaunayDataSet.vertex[newNumber]);
			var ct01circle2 = calculationCircle(_delaunayDataSet.vertex[selectingNum02], _delaunayDataSet.vertex[selectingNum03], _delaunayDataSet.vertex[newNumber]);
			var ct01circle3 = calculationCircle(_delaunayDataSet.vertex[selectingNum03], _delaunayDataSet.vertex[selectingNum01], _delaunayDataSet.vertex[newNumber]);

			tempCircles.push(ct01circle1);
			tempCircles.push(ct01circle2);
			tempCircles.push(ct01circle3);
		}
	}

	for (i = 0; i < tempVertexNumber.length; i++) {
		_delaunayDataSet.triangleVertexNumber.push(tempVertexNumber[i]);
	}

	for (i = 0; i < tempCircles.length; i++) {
		_delaunayDataSet.circumCircles.push(tempCircles[i]);
	}

	for (i = 0; i < tempNumbers.length; i++) {
		var num = tempNumbers[i] - i;

		var slicedObjectPtNumbers;
		var slicedCircles;

		if (num == 0) {
			slicedObjectPtNumbers = _delaunayDataSet.triangleVertexNumber.slice(3);
			slicedCircles = _delaunayDataSet.circumCircles.slice(1);
		} else {
			var slicedObjectPtNumberBefore = _delaunayDataSet.triangleVertexNumber.slice(0, 3 * num);
			var slicedObjectPtNumberAfter = _delaunayDataSet.triangleVertexNumber.slice(3 * num + 3);
			slicedObjectPtNumbers = slicedObjectPtNumberBefore.concat(slicedObjectPtNumberAfter);

			var slicedCircleBefore = _delaunayDataSet.circumCircles.slice(0, num);
			var slicedCircleAfter = _delaunayDataSet.circumCircles.slice(1 + num);
			slicedCircles = slicedCircleBefore.concat(slicedCircleAfter);
		}

		_delaunayDataSet.triangleVertexNumber = slicedObjectPtNumbers;
		_delaunayDataSet.circumCircles = slicedCircles;
	}

}

function calculationCircle(pt01, pt02, pt03) {

	var x1 = pt01.x;
	var y1 = pt01.y;

	var x2 = pt02.x;
	var y2 = pt02.y;

	var x3 = pt03.x;
	var y3 = pt03.y;

	var c = 2.0 * ((x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1));
	var tempX = ((y3 - y1) * (x2 * x2 - x1 * x1 + y2 * y2 - y1 * y1) + (y1 - y2) * (x3 * x3 - x1 * x1 + y3 * y3 - y1 * y1)) / c;
	var tempY = ((x1 - x3) * (x2 * x2 - x1 * x1 + y2 * y2 - y1 * y1) + (x2 - x1) * (x3 * x3 - x1 * x1 + y3 * y3 - y1 * y1)) / c;
	var tempPt = new Point(tempX, tempY);

	var tempRad = Math.sqrt(Math.pow(tempX - x1, 2) + Math.pow(tempY - y1, 2));

	return new Circle(tempRad, tempPt);
}

function removeTriangle(_delaunayDataSet, tempVertexNum) {
	var circumcircleArrays = _delaunayDataSet.circumCircles;
	var ommitCircumCircleNumbers = [];

	for (var i = 0; i < circumcircleArrays.length; i++) {
		var vertexNum01 = _delaunayDataSet.triangleVertexNumber[i * 3];
		var vertexNum02 = _delaunayDataSet.triangleVertexNumber[i * 3 + 1];
		var vertexNum03 = _delaunayDataSet.triangleVertexNumber[i * 3 + 2];

		for (var num = 0; num < tempVertexNum; num++) {
			if (num != vertexNum01 && num != vertexNum02 && num != vertexNum03) {

				if (judgeBetweenDistance(_delaunayDataSet.vertex[num], circumcircleArrays[i])) {
					ommitCircumCircleNumbers.push(i);
					break;
				}

			}
		}

	}


	//omit
	var tempCircumCircleArray = [];
	var tempTriagneNumberArray = [];

	for (i = 0; i < circumcircleArrays.length; i++) {
		for (var j = 0; j < ommitCircumCircleNumbers.length; j++) {
			if (ommitCircumCircleNumbers[j] == i) {
				break;
			}
		}

		if (j == ommitCircumCircleNumbers.length) {

			tempTriagneNumberArray.push(_delaunayDataSet.triangleVertexNumber[3 * i]);
			tempTriagneNumberArray.push(_delaunayDataSet.triangleVertexNumber[3 * i + 1]);
			tempTriagneNumberArray.push(_delaunayDataSet.triangleVertexNumber[3 * i + 2]);

			tempCircumCircleArray.push(_delaunayDataSet.circumCircles[i]);
		}
	}

	_delaunayDataSet.triangleVertexNumber = [];
	for (i = 0; i < tempTriagneNumberArray.length; i++) {
		_delaunayDataSet.triangleVertexNumber[i] = tempTriagneNumberArray[i];
	}

	_delaunayDataSet.circumCircles = [];
	for (i = 0; i < tempCircumCircleArray.length; i++) {
		_delaunayDataSet.circumCircles[i] = tempCircumCircleArray[i];
	}
}

function initTriangle(context, recWid, recHig, recTop, recLeft) {
	var vertex = [];

	var bigRad = Math.sqrt(Math.pow(recWid, 2) + Math.pow(recHig, 2)) / 2;
	var bigCirclePos = new Point(recWid / 2 + recLeft, recHig / 2 + recTop);

	vertex.push(new Point(bigCirclePos.x - Math.sqrt(3) * bigRad, bigCirclePos.y - bigRad));
	vertex.push(new Point(bigCirclePos.x + Math.sqrt(3) * bigRad, bigCirclePos.y - bigRad));
	vertex.push(new Point(bigCirclePos.x, bigCirclePos.y + bigRad * 2));

	return new DelaunayDataSet(vertex, context);
}

function is_in_triangle(px, py, ax, ay, bx, by, cx, cy) {

	var v0 = [cx - ax, cy - ay];
	var v1 = [bx - ax, by - ay];
	var v2 = [px - ax, py - ay];

	var dot00 = (v0[0] * v0[0]) + (v0[1] * v0[1]);
	var dot01 = (v0[0] * v1[0]) + (v0[1] * v1[1]);
	var dot02 = (v0[0] * v2[0]) + (v0[1] * v2[1]);
	var dot11 = (v1[0] * v1[0]) + (v1[1] * v1[1]);
	var dot12 = (v1[0] * v2[0]) + (v1[1] * v2[1]);

	var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);

	var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
	var v = (dot00 * dot12 - dot01 * dot02) * invDenom;

	return ((u >= 0) && (v >= 0) && (u + v < 1));
}

window.requestAnimFrame = (function() {
	return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
	function(callback) {
		window.setTimeout(callback, 1000 / 60);
	};
})();

(function() {
	var canvas = document.getElementById("myCanvas");
	var canvasWid = window.innerWidth;
	var canvasHig = window.innerHeight;

	canvas.width = canvasWid;
	canvas.height = canvasHig;

	var context = canvas.getContext("2d");

	var recWid = canvasWid;
	var recHig = canvasHig;

	var recTop = 0;
	var recLeft = 0;

	var delaneyNum = 80;
	var myDelaunayDataSet = initTriangle(context, recWid, recHig, recTop, recLeft);

	var tempPt;
	tempPt = new Point(0, 0);
	myDelaunayDataSet.vertex.push(tempPt);

	tempPt = new Point(canvasWid, 0);
	myDelaunayDataSet.vertex.push(tempPt);

	tempPt = new Point(0, canvasHig);
	myDelaunayDataSet.vertex.push(tempPt);

	tempPt = new Point(canvasWid, canvasHig);
	myDelaunayDataSet.vertex.push(tempPt);

	for (var i = 0; i < delaneyNum - 4; i++) {
		var pt = new Point(Math.random() * recWid + recLeft, Math.random() * recHig + recTop);
		myDelaunayDataSet.vertex.push(pt);
	}

	var mousePos = new Point(canvasWid / 2, canvasHig / 2);
	myDelaunayDataSet.vertex.push(mousePos);

	myDelaunayDataSet.update();
	myDelaunayDataSet.drawTriangle();

	function getMousePos(canvas, evt) {
		var rect = canvas.getBoundingClientRect();
		return new Point(evt.clientX - rect.left, evt.clientY - rect.top);
	}

	loop();

	function loop() {
		context.clearRect(0, 0, canvasWid, canvasHig);
		myDelaunayDataSet.drawTriangle();
		myDelaunayDataSet.drawLight();
		requestAnimFrame(loop);
	}

})();

              
            
!
999px

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