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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 class="view"></canvas>

<script id="backgroundFragment" type="x-shader/x-fragment">
    // Adapted from:

    // It is required to set the float precision for fragment shaders in OpenGL ES
    // More info here:
    #ifdef GL_ES
    precision mediump float;

    // This function returns 1 if `coord` correspond to a grid line, 0 otherwise
    float isGridLine (vec2 coord) {
      vec2 pixelsPerGrid = vec2(50.0, 50.0);
      vec2 gridCoords = fract(coord / pixelsPerGrid);
      vec2 gridPixelCoords = gridCoords * pixelsPerGrid;
      vec2 gridLine = step(gridPixelCoords, vec2(1.0));
      float isGridLine = max(gridLine.x, gridLine.y);
      return isGridLine;

    // Main function
    void main () {
      // Coordinates for the current pixel
      vec2 coord = gl_FragCoord.xy;
      // Set `color` to black
      vec3 color = vec3(0.0);
      // If it is a grid line, change blue channel to 0.3
      color.b = isGridLine(coord) * 0.3;
      // Assing the final rgba color to `gl_FragColor`
      gl_FragColor = vec4(color, 1.0);



                body {
  margin: 0;
  overflow: hidden;
  background-color: black;



                (function() {

  // Get canvas view
  const view = document.querySelector('.view')
  // Loaded resources will be here
  const resources = PIXI.Loader.shared.resources
  let width, height, app, background

  // Set dimensions
  function initDimensions () {
    width = window.innerWidth
    height = window.innerHeight

  // Init the PixiJS Application
  function initApp () {
    // Create a PixiJS Application, using the view (canvas) provided
    app = new PIXI.Application({ view })
    // Resizes renderer view in CSS pixels to allow for resolutions other than 1
    app.renderer.autoDensity = true
    // Resize the view to match viewport dimensions
    app.renderer.resize(width, height)

  // Init the gridded background
  function initBackground () {
    // Create a new empty Sprite and define its size
    background = new PIXI.Sprite()
    background.width = width
    background.height = height
    // Get the code for the fragment shader
    const backgroundFragmentShader = document.getElementById('backgroundFragment').textContent
    // Create a new Filter using the fragment shader
    // We don't need a custom vertex shader, so we set it as `undefined`
    const backgroundFilter = new PIXI.Filter(undefined, backgroundFragmentShader)
    // Assign the filter to the background Sprite
    background.filters = [backgroundFilter]
    // Add the background to the stage

  // Init everything
  function init () {

  // Init the app