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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.

            
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        <style type="text/css">
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!
            
              body {
	position: fixed;
	height: 100%;
  overflow: hidden;
}

canvas {
	position: absolute;
	width: 100%;
	height: 100vh;
	top: 0;
	left: 0;
}

.mask {
	position: absolute;
	z-index: 2;
	background: white;
	height: 100vh;
	width: 100vw;
	mix-blend-mode: screen;
	/* display: none; */
}

svg {
	width: 90%;
	position: absolute;
	top: 50%;
	left: 50%;
	transform: translate(-50%, -50%);
}

            
          
!
            
              var vertex = `
		attribute vec2 uv;
		attribute vec2 position;
		varying vec2 vUv;
		void main() {
				vUv = uv;
				gl_Position = vec4(position, 0, 1);
		}
`;
var fragment = `
		precision highp float;
		precision highp int;
		uniform sampler2D tWater;
		uniform sampler2D tFlow;
		uniform float uTime;
		varying vec2 vUv;
		uniform vec4 res;
		uniform vec2 img;

		vec2 centeredAspectRatio(vec2 uvs, vec2 factor){
				return uvs * factor - factor /2. + 0.5;
		}

		void main() {

			// R and G values are velocity in the x and y direction
			// B value is the velocity length
			vec3 flow = texture2D(tFlow, vUv).rgb;

			vec2 uv = .5 * gl_FragCoord.xy / res.xy ;

			// vec2 uv = .5 * gl_FragCoord.xy / res.xy ;
			vec2 myUV = (uv - vec2(0.5))*res.zw + vec2(0.5);
			myUV -= flow.xy * (0.15 * 1.2);

			vec2 myUV2 = (uv - vec2(0.5))*res.zw + vec2(0.5);
			myUV2 -= flow.xy * (0.125 * 1.2);

			vec2 myUV3 = (uv - vec2(0.5))*res.zw + vec2(0.5);
			myUV3 -= flow.xy * (0.10 * 1.4);

			vec3 tex = texture2D(tWater, myUV).rgb;
			vec3 tex2 = texture2D(tWater, myUV2).rgb;
			vec3 tex3 = texture2D(tWater, myUV3).rgb;

			gl_FragColor = vec4(tex.r, tex2.g, tex3.b, 1.0);
		}
`;
{
	var _size = [2048, 1638];
	var renderer = new ogl.Renderer({ dpr: 2 });
	var gl = renderer.gl;
	document.body.appendChild(gl.canvas);

	// Variable inputs to control flowmap
	var aspect = 1;
	var mouse = new ogl.Vec2(-1);
	var velocity = new ogl.Vec2();
	function resize() {
		gl.canvas.width = window.innerWidth * 2.0;
		gl.canvas.height = window.innerHeight * 2.0;
		gl.canvas.style.width = window.innerWidth + "px";
		gl.canvas.style.height = window.innerHeight + "px";

		var a1, a2;
		var imageAspect = _size[1] / _size[0];
		if (window.innerHeight / window.innerWidth < imageAspect) {
			a1 = 1;
			a2 = window.innerHeight / window.innerWidth / imageAspect;
		} else {
			a1 = window.innerWidth / window.innerHeight * imageAspect;
			a2 = 1;
		}
		mesh.program.uniforms.res.value = new ogl.Vec4(
			window.innerWidth,
			window.innerHeight,
			a1,
			a2
		);

		renderer.setSize(window.innerWidth, window.innerHeight);
		aspect = window.innerWidth / window.innerHeight;
	}
	var flowmap = new ogl.Flowmap(gl, {
		falloff: 0.3,
		dissipation: 0.92,
		alpha: 0.5
	});
	// Triangle that includes -1 to 1 range for 'position', and 0 to 1 range for 'uv'.
	var geometry = new ogl.Geometry(gl, {
		position: {
			size: 2,
			data: new Float32Array([-1, -1, 3, -1, -1, 3])
		},
		uv: { size: 2, data: new Float32Array([0, 0, 2, 0, 0, 2]) }
	});
	var texture = new ogl.Texture(gl, {
		minFilter: gl.LINEAR,
		magFilter: gl.LINEAR
	});
	var img = new Image();
	img.onload = () => (texture.image = img);
	img.crossOrigin = "Anonymous";
	img.src = "https://robindelaporte.fr/codepen/bg3.jpg";

	var a1, a2;
	var imageAspect = _size[1] / _size[0];
	if (window.innerHeight / window.innerWidth < imageAspect) {
		a1 = 1;
		a2 = window.innerHeight / window.innerWidth / imageAspect;
	} else {
		a1 = window.innerWidth / window.innerHeight * imageAspect;
		a2 = 1;
	}

	var program = new ogl.Program(gl, {
		vertex,
		fragment,
		uniforms: {
			uTime: { value: 0 },
			tWater: { value: texture },
			res: {
				value: new ogl.Vec4(window.innerWidth, window.innerHeight, a1, a2)
			},
			img: { value: new ogl.Vec2(_size[1], _size[0]) },
			// Note that the uniform is applied without using an object and value property
			// This is because the class alternates this texture between two render targets
			// and updates the value property after each render.
			tFlow: flowmap.uniform
		}
	});
	var mesh = new ogl.Mesh(gl, { geometry, program });

	window.addEventListener("resize", resize, false);
	resize();

	// Create handlers to get mouse position and velocity
	var isTouchCapable = "ontouchstart" in window;
	if (isTouchCapable) {
		window.addEventListener("touchstart", updateMouse, false);
		window.addEventListener("touchmove", updateMouse, { passive: false });
	} else {
		window.addEventListener("mousemove", updateMouse, false);
	}
	var lastTime;
	var lastMouse = new ogl.Vec2();
	function updateMouse(e) {
		e.preventDefault();
	
		if (e.changedTouches && e.changedTouches.length) {
			e.x = e.changedTouches[0].pageX;
			e.y = e.changedTouches[0].pageY;
		}
		if (e.x === undefined) {
			e.x = e.pageX;
			e.y = e.pageY;
		}
		// Get mouse value in 0 to 1 range, with y flipped
		mouse.set(e.x / gl.renderer.width, 1.0 - e.y / gl.renderer.height);
		// Calculate velocity
		if (!lastTime) {
			// First frame
			lastTime = performance.now();
			lastMouse.set(e.x, e.y);
		}

		var deltaX = e.x - lastMouse.x;
		var deltaY = e.y - lastMouse.y;

		lastMouse.set(e.x, e.y);

		var time = performance.now();

		// Avoid dividing by 0
		var delta = Math.max(10.4, time - lastTime);
		lastTime = time;
		velocity.x = deltaX / delta;
		velocity.y = deltaY / delta;
		// Flag update to prevent hanging velocity values when not moving
		velocity.needsUpdate = true;
	}
	requestAnimationFrame(update);
	function update(t) {
		requestAnimationFrame(update);
		// Reset velocity when mouse not moving
		if (!velocity.needsUpdate) {
			mouse.set(-1);
			velocity.set(0);
		}
		velocity.needsUpdate = false;
		// Update flowmap inputs
		flowmap.aspect = aspect;
		flowmap.mouse.copy(mouse);
		// Ease velocity input, slower when fading out
		flowmap.velocity.lerp(velocity, velocity.len ? 0.15 : 0.1);
		flowmap.update();
		program.uniforms.uTime.value = t * 0.01;
		renderer.render({ scene: mesh });
	}
}

            
          
!
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