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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.

              <script id="fragShader" type="shader-code">
precision mediump float;
uniform vec2      resolution;
uniform float     time;
uniform float     alpha;
uniform vec2      speed;
uniform float     shift;

float rand(vec2 n) {
  //This is just a compounded expression to simulate a random number based on a seed given as n
  	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);

float noise(vec2 n) {
  //Uses the rand function to generate noise
	  const vec2 d = vec2(0.0, 1.0);
	  vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
	  return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);

float fbm(vec2 n) {
  //fbm stands for "Fractal Brownian Motion" https://en.wikipedia.org/wiki/Fractional_Brownian_motion
	  float total = 0.0, amplitude = 1.0;
	  for (int i = 0; i < 4; i++) {
 	   total += noise(n) * amplitude;
	    n += n;
	    amplitude *= 0.5;
	  return total;

void main() {
    //This is where our shader comes together
    const vec3 c1 = vec3(126.0/255.0, 0.0/255.0, 97.0/255.0);
    const vec3 c2 = vec3(173.0/255.0, 0.0/255.0, 161.4/255.0);
    const vec3 c3 = vec3(0.2, 0.0, 0.0);
    const vec3 c4 = vec3(164.0/255.0, 1.0/255.0, 214.4/255.0);
    const vec3 c5 = vec3(0.1);
    const vec3 c6 = vec3(0.9);

    //This is how "packed" the smoke is in our area. Try changing 8.0 to 1.0, or something else
    vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;
    //The fbm function takes p as its seed (so each pixel looks different) and time (so it shifts over time)
    float q = fbm(p - time * 0.1);
    vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));
    vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
    float grad = gl_FragCoord.y / resolution.y;
    gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), 1.0);
    gl_FragColor.xyz *= 1.0-grad;
              body {
  margin: 0;
  overflow: hidden;
              //Adapted from: https://codepen.io/davidhartley/pen/seEki?editors=0010

var width = window.innerWidth;
var height = window.innerHeight;
var renderer = new PIXI.autoDetectRenderer(width, height);//Chooses either WebGL if supported or falls back to Canvas rendering
document.body.appendChild(renderer.view);//Add the render view object into the page

var stage = new PIXI.Container();//The stage is the root container that will hold everything in our scene

// smoke shader
var uniforms = {};
uniforms.resolution = { type: 'v2', value: { x: width, y: height}};
uniforms.alpha = { type: '1f', value: 1.0};
uniforms.shift = { type: '1f', value: 1.6};
uniforms.time = {type: '1f',value: 0};
uniforms.speed = {type: 'v2', value: {x: 0.7, y: 0.4}};

var shaderCode = document.getElementById( 'fragShader' ).innerHTML
var smokeShader = new PIXI.AbstractFilter('',shaderCode, uniforms);

var bg = PIXI.Sprite.fromImage("http://www.goodboydigital.com/pixijs/pixi_v3_github-pad.png");
bg.width = width;
bg.height = height;
bg.filters = [smokeShader]

var logo = PIXI.Sprite.fromImage("http://www.goodboydigital.com/pixijs/pixi_v3_github-pad.png");
logo.x = width / 2;
logo.y = height / 2;
logo.blendMode = PIXI.BLEND_MODES.ADD;


var count = 0

function animate() {
    // start the timer for the next animation loop

    smokeShader.uniforms.time.value = count;

    // this is the main render call that makes pixi draw your container and its children.

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