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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 id='canvas'></canvas>
body {
  margin: 0;
  height: 100%;
  overflow: hidden;
canvas {
  width: 100%;
  height: 100%;
/*   background: linear-gradient(60deg, turquoise, mediumpurple); */
  background: white;
              var config = {
  radius: 350, // The radius from the center of the canvas to the point where our spiral begins  Try making this kinda small ( < 100 or so) for some cool "inverse" blooming effects.
  increment: 3.7 / 5.5, // Play with the numerator and denominator of this fraction.  This is multiplied by Math.PI, hence you should think of it as a ratio of PI.  Prime numbers seem to be the most interesting.  Maybe someone more mathematically inclined can tell me why.
  cycles: 100, // the (max) number of cycles in the spiral
  initialAngle: -Math.PI / 2, // the initial point where the spiral begins
  dR: 0, // the initial change in the line segment length after each vertex.  Mainly just affects the starting point of the animation.
  dRR: 0.019, // the rate of change in the dR variable *each frame*.  This is responsible for the cool animation.  If you set this too high, the animation will be ridiculously fast.
  min_dR: -15, // reverse the animation when the line segment length is this low
  max_dR: 15, // reverse the animation when the line segment length is this large
  color: 'rgba(30, 180, 180, 1)', // line color
  // shadowBlur: 5,
  // shadowColor: 'green',
  requestsPerFrame: 1, // how many requestAnimationFrame()'s are made before we actually draw a frame.  Hacky framerate control :)
  lineWidth: 2

var canvas, cxt, width, height, animationFrame, animationFrameCount = 0, animateForward = false;
var mouseX, mouseY;

function initialize() {
  canvas = document.getElementById("canvas");
  cxt = canvas.getContext("2d");
  window.addEventListener("resize", resize, false);
  window.addEventListener('mousemove', mouseMove, false);
  animateForward = "true";

function setup() {
  width = window.innerWidth;
  height = window.innerHeight;

  canvas.width = width;
  canvas.height = height;


function draw() {
  if (animationFrameCount % config.requestsPerFrame === 0) {
    var mouseBasedIncrement = setIncrement();
    var increment = isNaN(mouseBasedIncrement) ? config.increment : mouseBasedIncrement;
    animationFrameCount = 0;
    cxt.clearRect(0, 0, width, height);
    var points = [];
    radius = config.radius;
    if (animateForward) {
      config.dR += config.dRR;
    } else {
      config.dR -= config.dRR;
    for (
      var angle = config.initialAngle;
      angle <= config.cycles * 2 * Math.PI && radius > 0;
      angle += increment * Math.PI
    ) {
      var x = width / 2 + radius * Math.cos(angle);
      var y = height / 2 + radius * Math.sin(angle);
      points.push({ x, y });
      radius -= config.dR;
    cxt.strokeStyle = config.color;
    cxt.lineWidth = config.lineWidth;
    cxt.lineCap = 'round';
    //cxt.shadowBlur = config.shadowBlur;
    //cxt.shadowColor = config.shadowColor;
    for (var i = 0; i < points.length - 1; i++) {
      cxt.moveTo(points[i].x, points[i].y);
      cxt.lineTo(points[i + 1].x, points[i + 1].y);

    if (config.dR <= config.min_dR) {
      animateForward = true;
    } else if (config.dR >= config.max_dR) {
      animateForward = false;
    // console.log(config.dR);
  animationFrame = requestAnimationFrame(draw);

function resize() {
  if (animationFrame !== undefined) {

function mouseMove(event) {
  mouseX = event.pageX;
  mouseY = event.pageY;

function setIncrement() {
  var x = 100 * mouseX / width;
  var y = 100 * mouseY / height;
  return x/y;


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