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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.

            
              <!-- VertexShader code here -->
<script id="vertexShader" type="x-shader/x-vertex">#version 300 es
in vec4 vPosition;
void main() {
	gl_Position = vPosition;
}
</script>
<!-- FragmentShader code here -->
<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 fragColor;

uniform vec2 resolution;
uniform float time;
uniform vec4 mouse;
uniform float zoom;

#define MAX_STEPS 	100
#define MAX_DIST	150.
#define MIN_DIST	.001
#define EPSILON		.0001

#define PI 3.1415926535897

// Change to 2 to for antialiasing
#define AA 1
#define ZERO (min(1,0))

vec2 hash2(vec2 p) {
	vec2 o = (p+0.5)/256.;
  	return o;
}

float goldNoise(vec2 coord, float seed) {
	float phi = 1.6180339887498 * 0000.1;
  	float pi2 = PI * 0.1;
  	float sq2 = 1.4142135623730 * 10000.;
  	float temp = fract(
    	sin(dot(coord*(seed+phi), vec2(phi, pi2))) * sq2
  	);
  return temp;
}

vec3 rotateX(vec3 x, float an) {
    float c = cos(an); float s = sin(an);
    return vec3(x.x, x.y * c - x.z * s, x.z * c + x.y * s);
}

vec3 rotateY(vec3 x, float an) {
    float c = cos(an); float s = sin(an);
    return vec3(x.x * c - x.z * s, x.y, x.z * c + x.x * s);
}

vec3 rotateZ(vec3 x, float an) {
    float c = cos(an); float s = sin(an);
    return vec3(x.x * c - x.y * s, x.y * c + x.x * s, x.z);
}

// handy mouse pos function - take in a vec3 like ro
// simple pan and tilt and return that vec3
vec3 get_mouse(vec3 ro) {
    float x = (mouse.y / resolution.y * 1.0 - 0.5) * PI;
    float y = -(mouse.x / resolution.x * 2.0 - 1.0) * PI;
    float z = 0.0;
    //vec3 mouse = vec3(x,y,z);
	ro = rotateZ(ro, z);   
    ro = rotateX(ro, x);
    ro = rotateY(ro, y);

    return ro;
}
  
float sdBox(vec3 p,vec3 s) {
    p = abs(p) - s;
    return max(max(p.x,p.y),p.z);
}

float sdSphere(vec3 p, float r) {
    return length(p)-r;    
}

float map(vec3 pos) {
	// set up size for repetition
  float size = 20.;
	float rep_half = size/2.;
  // get center vec and some movement
  vec3 center = vec3(0.,0., 0.- time * 5.);
  vec3 pp = pos-center;
	// make the id's for beams
    vec3 pi = vec3(
        floor((pp + rep_half)/size)
    );
	// make vec and ids for balls
    vec3 tt = pos-center;
    vec3 ti = vec3(
        floor((tt + rep_half)/size)
    );

    // SHAKKADOO!! movement change based on time mod
    // hash/noise vector direction.
    // Using a mod of time < segment flip direction
    if(mod(time,6.)<2.){
        //up-down
        // fhs gets the hash of the other vec2 
        // its not moving in.
        float fhs = goldNoise(pi.xz, 312.);
        if(fhs>.5){
            tt.y += fract(time) * 20.;
        } else {
            tt.y -= fract(time) * 20.;
        } 
    } else if (mod(time,6.)<4.){
        //left-right
      	float fhs = goldNoise(pi.zy, 312.);
        if(fhs>.5){
            tt.x += fract(time) * 20.;
        } else {
            tt.x -= fract(time) * 20.;
        }   
    } else {
        //back-forth
      	float fhs = goldNoise(pi.xy, 312.);
        if(fhs>.5){
            tt.z += fract(time) * 20.;
        } else {
            tt.z -= fract(time) * 20.;
        }   
    }

    pp =  mod(pp+rep_half,size) - rep_half;
	  tt =  mod(tt+rep_half,size) - rep_half;
    
    float len = 11.;
    float tx =  1.5;

    //framework
    float d1 = sdBox(abs(pp)-vec3(10.,10.,0.), vec3(tx,tx,len) );
    float d2 = sdBox(abs(pp)-vec3(10.,0.,10.), vec3(tx,len,tx) );
    float d3 = sdBox(abs(pp)-vec3(0.,10.,10.), vec3(len,tx,tx) );
    d1 = min(min(d1,d3),d2);

    //box clips
	  d2 = sdBox(abs(pp)-vec3(10.,10.,10.), vec3(3.5) );
    d3 = sdBox(abs(pp)-vec3(10.,10.,10.), vec3(2.5,4.5,2.5) );
    d1 = min(d1,min(d2,d3));
    
    d2 = sdBox(abs(pp)-vec3(10.,10.,10.), vec3(2.5,2.5,4.5) );
    d3 = sdBox(abs(pp)-vec3(10.,10.,10.), vec3(4.5,2.5,2.5) );
    d1 = min(min(d1,d2),d3);
    
    //balls
    float d4 = sdSphere(tt-vec3(0.,0.,0.),2.5);
    if(d4<d1) d1 = d4;
    
    return d1;
}

/**
	transparent marcher
	just go to the maxstep
	like ao plus dist
	fun evil render below
*/
float trans_ray( in vec3 ro, in vec3 rd ) {
    float depth = 0.;
    for (int i = 0; i<MAX_STEPS; i++) {
        vec3 p = ro + depth * rd;
        float dist = map(p);
        dist = max(abs(dist), MIN_DIST);
        // make it look all dark and evil here
        // dist = smoothstep(0.1,.9,max(abs(dist), MIN_DIST));
        depth += abs(dist*.5);
    }
    return depth;
}
    
mat3 get_camera(vec3 ro, vec3 ta, float rotation) {
	vec3 cw = normalize(ta-ro);
	vec3 cp = vec3(sin(rotation), cos(rotation),0.0);
	vec3 cu = normalize( cross(cw,cp) );
	vec3 cv = normalize( cross(cu,cw) );
	return mat3( cu, cv, cw );
}

void main( ) {
    vec3 color = vec3(0.);
    vec2 uv;
    // 
  #if AA>1
    for( int m=ZERO; m<AA; m++ )
    for( int n=ZERO; n<AA; n++ )
    {
    	// pixel coordinates
    vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
		uv = (2. * gl_FragCoord.xy - (resolution.xy+o))/resolution.y;
	#else    
    uv = (2. * gl_FragCoord.xy - resolution.xy )/resolution.y;
	#endif

	  float ftime = time * 5.5;
    float ftm = .5 + .5 * sin(time*.1);
    
    vec3 ta = vec3(0.0,0.0,0.);
    vec3 ro = get_mouse(vec3(0.0,0.0,-7.));
    
    mat3 cameraMatrix = get_camera(ro, ta, 0. );
    vec3 rd = cameraMatrix * normalize( vec3(uv.xy, .85) );

    float dist = trans_ray(ro, rd);
    vec3 col = vec3(0.);
    if(dist>MIN_DIST) {
        vec3 shade = vec3(dist*.005); 
        col = 1. * smoothstep(.1,1.,shade); 
        //col *= vec3(1.,0.,0.);
        col = pow(col, vec3(0.4545));
        color += col;
    }

    color *= vec3(.4-rd.y,	.8, .8);
        
    // AA from NuSan
    #if AA>1
    	}
    	color /= float(AA*AA);
	#endif
    
    fragColor = vec4(color,1.0);
}

</script>

            
          
!
            
              html {
  height: 100%;
}
body {
  background: #999;
  font-family: Arial,"Helvetica Neue",Helvetica,sans-serif;
  font-size: 16px;
  overflow: hidden;
  padding: 0;
  margin: 0;
  width: 100%;
  height: 100%;
}
            
          
!
            
              // Render Class //
// Boostrap for WebGL and Attaching Shaders //
// Fragment & Vertex Shaders in HTML window //
class Render {
  constructor() {
    this.frame = 0;
    this.zoom = 8;
    this.start = Date.now();
    this.mouse = new Mouse();
    this.umouse = [0.0, 0.0, 0.0, 0.0];
    this.tmouse = [0.0, 0.0, 0.0, 0.0];
    const mouse = this.mouse.pointer();
    // Setup WebGL canvas and surface object //
   // Make Canvas and get WebGl2 Context //
    const width = (this.width = ~~(document.documentElement.clientWidth,
    window.innerWidth || 0));
    const height = (this.height = ~~(document.documentElement.clientHeight,
    window.innerHeight || 0));
    const canvas = (this.canvas = document.createElement("canvas"));
    canvas.id = "GLShaders";
    canvas.width = width;
    canvas.height = height;
    document.body.appendChild(canvas);

    const gl = (this.gl = canvas.getContext("webgl2"));

    if (!gl) {
      console.warn("WebGL 2 is not available.");
      return;
    }
    // WebGl and WebGl2 Extension //
    this.gl.getExtension("OES_standard_derivatives");
    this.gl.getExtension("EXT_shader_texture_lod");
    this.gl.getExtension("OES_texture_float");
    this.gl.getExtension("WEBGL_color_buffer_float");
    this.gl.getExtension("OES_texture_float_linear");

    this.gl.viewport(0, 0, canvas.width, canvas.height);

    window.addEventListener(
      "resize",
      () => {
        const width = ~~(document.documentElement.clientWidth,
        window.innerWidth || 0);
        const height = ~~(document.documentElement.clientHeight,
        window.innerHeight || 0);
        this.canvas.width = width;
        this.canvas.height = height;
        this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
        this.resolution = new Float32Array([width, height]);
        this.gl.uniform2fv(
          this.gl.getUniformLocation(this.program, "resolution"),
          this.resolution
        );
        this.clearCanvas();
      },
      true
    );

     this.init();
  }
  
  // Canvas Helper Function //
  createCanvas = name => {
    this.canvas =
      document.getElementById(name) || document.createElement("canvas");
    this.canvas.id = name;
    if (!document.getElementById(name)) {
      document.body.appendChild(this.canvas);
    }
    const context = this.canvas.getContext("webgl2");
    if (!context) {
      console.error("no webgl avaiable");
    }
    this.setViewport();
  };
  // Viewport Helper Function //
  setViewport = () => {
    this.width = ~~(document.documentElement.clientWidth,
    window.innerWidth || 0);
    this.height = ~~(document.documentElement.clientHeight,
    window.innerHeight || 0);
    this.gl = this.canvas.getContext("webgl");
    this.canvas.width = this.width;
    this.canvas.height = this.height;
    this.gl.viewport(0, 0, this.width, this.height);
    this.clearCanvas();
  };

  // Shader Bootstrap code //
  createShader = (type, source) => {
    const shader = this.gl.createShader(type);
    this.gl.shaderSource(shader, source);
    this.gl.compileShader(shader);
    const success = this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS);
    if (!success) {
      console.log(this.gl.getShaderInfoLog(shader));
      this.gl.deleteShader(shader);
      return false;
    }
    return shader;
  };

  createWebGL = (vertexSource, fragmentSource) => {
    // Setup Vertext/Fragment Shader functions
    this.vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexSource);
    this.fragmentShader = this.createShader(
      this.gl.FRAGMENT_SHADER,
      fragmentSource
    );

    // Setup Program and Attach Shader functions
    this.program = this.gl.createProgram();
    this.gl.attachShader(this.program, this.vertexShader);
    this.gl.attachShader(this.program, this.fragmentShader);
    this.gl.linkProgram(this.program);
    this.gl.useProgram(this.program);

    if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
      console.warn(
        "Unable to initialize the shader program: " +
          this.gl.getProgramInfoLog(this.program)
      );
      return null;
    }

    // Create and Bind buffer //
    const buffer = this.gl.createBuffer();
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);

    this.gl.bufferData(
      this.gl.ARRAY_BUFFER,
      new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]),
      this.gl.STATIC_DRAW
    );

    const vPosition = this.gl.getAttribLocation(this.program, "vPosition");

    this.gl.enableVertexAttribArray(vPosition);
    this.gl.vertexAttribPointer(
      vPosition,
      2, // size: 2 components per iteration
      this.gl.FLOAT, // type: the data is 32bit floats
      false, // normalize: don't normalize the data
      0, // stride: 0 = move forward size * sizeof(type) each iteration to get the next position
      0 // start at the beginning of the buffer
    );

    this.clearCanvas();
    this.importUniforms();
  };

  clearCanvas = () => {
    this.gl.clearColor(0, 0, 0, 0);
    this.gl.clear(this.gl.COLOR_BUFFER_BIT);
  };

  importUniforms = () => {
    const width = ~~(document.documentElement.clientWidth,
    window.innerWidth || 0);
    const height = ~~(document.documentElement.clientHeight,
    window.innerHeight || 0);
    this.resolution = new Float32Array([width, height]);
    this.gl.uniform2fv(
      this.gl.getUniformLocation(this.program, "resolution"),
      this.resolution
    );
     // get the uniform ins from the shader fragments
    this.ut = this.gl.getUniformLocation(this.program, "time");
    this.ms = this.gl.getUniformLocation(this.program, "mouse");
    this.zm = this.gl.getUniformLocation(this.program, "zoom");
    this.resolution = new Float32Array([this.canvas.width, this.canvas.height]);
    this.gl.uniform2fv(
      this.gl.getUniformLocation(this.program, "resolution"),
      this.resolution
    );
    this.gl.uniform1f(this.zm, this.zoom);
  };

  updateUniforms = () => {
    this.gl.uniform1f(this.ut, (Date.now() - this.start) / 1000);
    const mouse = this.mouse.pointer();
    this.umouse = [mouse.x, this.canvas.height - mouse.y, mouse.x - mouse.y];
    const factor = 0.15;
    this.tmouse[0] =
      this.tmouse[0] - (this.tmouse[0] - this.umouse[0]) * factor;
    this.tmouse[1] =
      this.tmouse[1] - (this.tmouse[1] - this.umouse[1]) * factor;
    this.tmouse[2] =
      this.tmouse[2] - (this.tmouse[2] - this.umouse[2]) * factor;
    this.gl.uniform4fv(this.ms, this.tmouse);
    
 
    this.gl.drawArrays(
      this.gl.TRIANGLE_FAN, // primitiveType
      0, // Offset
      4 // Count
    );
  };

  init = () => {
    this.createWebGL(
      document.getElementById("vertexShader").textContent,
      document.getElementById("fragmentShader").textContent
    );
    this.renderLoop();
  };

  renderLoop = () => {
    this.updateUniforms();
    this.animation = window.requestAnimationFrame(this.renderLoop);
  };
}

const demo = new Render(document.body);

            
          
!
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