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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.space
canvas.planet
canvas.sun

            
          
!
            
              body
  overflow: hidden
  cursor: none

.space, .planet, .sun
  position: absolute
  transform: translate(-50%, -50%)

.space, .planet
  top: 50%
  left: 50%
  
.planet, .sun
  border-radius: 50%

            
          
!
            
              // beware: this code is smelly
// started out as a much simpler sketch, followed by liberal cutting and pasting
// 
// welp, enjoy!

// configurable
const PLANET_SIZE = 400;
const SUN_SIZE = 100;
const SUN_FACTOR = 0.1;
const PARALLAX_FACTOR = 1.25;
const DENSITY = 1000;
const LIGHT_COLORS = [
  [229, 225, 217],
  [0, 132, 173],
  [30, 32, 31],
  [255, 0, 0],
  [0, 33, 252],
];
const BG_COLORS = [
  [33, 28, 27],
  [207, 203, 194],
  [232, 225, 210],
  [0, 33, 252],
  [255, 0, 0],
];

// figure out how big the sun should be

// Math aliases
const abs = Math.abs;
const cos = Math.cos;
const ln = Math.log;
const PI2 = Math.PI * 2;
const sin = Math.sin;
const sqrt = Math.sqrt;

// canvas setup
const space = document.querySelector('.space');
const spaceCtx = space.getContext('2d');
space.style.height = space.style.width = 100 * PARALLAX_FACTOR + '%';

const planet = document.querySelector('.planet');
const planetCtx = planet.getContext('2d');
planet.height = planet.width = PLANET_SIZE;
planet.style.height = planet.style.width = PLANET_SIZE / 2 + 'px';

const sun = document.querySelector('.sun');
const sunCtx = sun.getContext('2d');
sun.height = sun.width = SUN_SIZE;
sun.style.height = sun.style.width = SUN_SIZE / 2 + 'px';

// globals:
// keep track of the window size
let width, height;
// index for color pairs
let color = 0;
// x & y center for the planet's incedent light
let shadowX = 0, shadowY = 0;

// create a new typedArray for x and y of each of the 3 elements
const bufferLength = Uint16Array.BYTES_PER_ELEMENT * DENSITY

const spaceBufferX = new ArrayBuffer(bufferLength);
const spaceValsX = new Uint16Array(spaceBufferX);

const spaceBufferY = new ArrayBuffer(bufferLength);
const spaceValsY = new Uint16Array(spaceBufferY);

const planetBufferX = new ArrayBuffer(bufferLength);
const planetValsX = new Uint16Array(planetBufferX);

const planetBufferY = new ArrayBuffer(bufferLength);
const planetValsY = new Uint16Array(planetBufferY);

const sunBufferX = new ArrayBuffer(bufferLength * SUN_FACTOR);
const sunValsX = new Uint16Array(sunBufferX);

const sunBufferY = new ArrayBuffer(bufferLength * SUN_FACTOR);
const sunValsY = new Uint16Array(sunBufferY);

function draw () {
  spaceCtx.fillStyle = planetCtx.fillStyle = `rgba(${BG_COLORS[color]}, 0.34)`;
  
  spaceCtx.fillRect(0, 0, width * 2, height * 2);
  planetCtx.fillRect(0, 0, PLANET_SIZE, PLANET_SIZE);
  sunCtx.clearRect(0, 0, SUN_SIZE, SUN_SIZE);
  
  spaceCtx.fillStyle = planetCtx.fillStyle = sunCtx.fillStyle = `rgb(${LIGHT_COLORS[color]})`;

  for (let i = DENSITY; i--;) {
    let u1 = Math.random();
    let u2 = Math.random();
    let n1 = sqrt(-2 * ln(u1)) * sin(PI2 * u2);
    let n2 = sqrt(-2 * ln(u1)) * cos(PI2 * u2);
    
    // uniformly distributed
    spaceValsX[i] = u1 * width * 2;
    spaceValsY[i] = u2 * height * 2;

    // normally distributed using Box-Muller transform
    planetValsX[i] = shadowX + PLANET_SIZE / 4 * n1;
    planetValsY[i] = shadowY + PLANET_SIZE / 4 * n2;
    
    if (i < DENSITY * SUN_FACTOR) {
      // normally distributed around the sun's center
      sunValsX[i] = SUN_SIZE / 4 * (2 + n1);
      sunValsY[i] = SUN_SIZE / 4 * (2 + n2);
    }
  }

  // draw space
  for (let i = DENSITY; i--;) {
    let x = spaceValsX[i], y = spaceValsY[i];
    spaceCtx.fillRect(x, y, 2, 2);
  }
  
  // draw planet
  for (let i = DENSITY; i--;) {
    let x = planetValsX[i], y = planetValsY[i];
    if (x > 0 && x < PLANET_SIZE && y > 0 && y < PLANET_SIZE) {
      planetCtx.fillRect(x, y, 2, 2);
    }
  }
  
  // draw sun
  for (let i = DENSITY * SUN_FACTOR; i--;) {
    let x = sunValsX[i], y = sunValsY[i];
    if (x > 0 && x < SUN_SIZE && y > 0 && y < SUN_SIZE) {
      sunCtx.fillRect(x, y, 2, 2);
    }
  }
  
  requestAnimationFrame(draw);
}

window.addEventListener('mousemove', mousemove);
window.addEventListener('resize', resize);
window.addEventListener('click', function () {
  color = (color + 1) % BG_COLORS.length;
}, false);

function mousemove (e) {
  let x = e.clientX;
  let y = e.clientY;
  
  let px = x / width;
  let py = y / height;
  
  space.style.left = 50 + (1 - px * 2) * PARALLAX_FACTOR * 10 + '%';
  space.style.top = 50 + (1 - py * 2) * PARALLAX_FACTOR * 10 + '%';
  
  shadowX = PLANET_SIZE * px;
  shadowY = PLANET_SIZE * py;
  
  sun.style.top = y + 'px';
  sun.style.left = x + 'px';
}

function resize () {
  width = window.innerWidth * PARALLAX_FACTOR;
  height = window.innerHeight * PARALLAX_FACTOR;
  
  space.height = height * 2;
  space.width = width * 2;
}

// set height and width
resize();
// start the animation loop
draw();

            
          
!
999px
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