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JS
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/*********
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 * made by Matthias Hurrle (@atzedent)
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 */
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/** @type {HTMLCanvasElement} */
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const canvas = window.canvas
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const gl = canvas.getContext("webgl2")
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const dpr = Math.max(1, .5*window.devicePixelRatio)
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/** @type {Map<string,PointerEvent>} */
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const touches = new Map()
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const vertexSource = `#version 300 es
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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in vec2 position;
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void main(void) {
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    gl_Position = vec4(position, 0., 1.);
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}
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`
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const fragmentSource = `#version 300 es
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/*********
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* made by Matthias Hurrle (@atzedent)
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*/
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 resolution;
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uniform vec2 touch;
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uniform int pointerCount;
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out vec4 fragColor;
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#define P pointerCount
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#define T mod(time,180.)
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#define S smoothstep
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#define mouse (touch/resolution)
 
CSS
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* {
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    box-sizing: border-box;
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  }
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  html, body {
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    margin: 0;
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    min-height: 100vh;
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    overflow: hidden;
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    background:
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    repeating-radial-gradient(
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    circle at center,
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      #444 0 10%,
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      #111 10% 20%
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    );
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    touch-action: none;
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  }
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  canvas {
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    width: 100%;
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    height: auto;
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    object-fit: contain;
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  }
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HTML
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<canvas id="canvas"></canvas>
 

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