birth: Flows of Curiosity
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index.html
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234
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Flow Field Organism</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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font-family: 'Courier New', monospace;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: fixed;
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bottom: 10px;
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right: 10px;
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color: #555;
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font-size: 10px;
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text-shadow: 0 0 5px rgba(0,0,0,0.5);
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="attribution">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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// Set canvas to full window size
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Organism parameters
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const params = {
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motion: 0.5,
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density: 0.5,
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complexity: 0.5,
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connectedness: 0.5,
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lifespan: 0.5,
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pulse: { avg: 1.07, min: 1.0, max: 1.1 },
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tone: { anger: 0.0, sadness: 0.0, curiosity: 0.7, dryness: 0.8, playfulness: 0.3, tension: 0.0 }
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};
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// Flow field properties
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const field = {
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cols: Math.floor(canvas.width / 10),
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rows: Math.floor(canvas.height / 10),
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noiseScale: 0.05,
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angleOffset: 0,
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strength: 0.5
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};
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// Particle system properties
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const particles = [];
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const maxParticles = 500 * params.density;
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// Initialize particles
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function initParticles() {
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particles.length = 0;
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for (let i = 0; i < maxParticles; i++) {
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particles.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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size: Math.random() * 3 + 1,
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speed: 0.5 + Math.random() * 0.5,
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angle: Math.random() * Math.PI * 2,
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trail: [],
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maxTrailLength: 10 + Math.floor(params.complexity * 20),
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hue: 160 + Math.random() * 40,
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saturation: 50 + Math.random() * 30,
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lightness: 60 + Math.random() * 20,
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life: params.lifespan * 100 + Math.random() * 100,
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opacity: params.tone.dryness > 0.7 ? 0.3 + Math.random() * 0.2 : 0.7 + Math.random() * 0.3
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});
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}
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}
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initParticles();
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// Flow field functions
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function getVector(x, y, time) {
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// Base angle from noise
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let angle = noise.simplex3(x * field.noiseScale,
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y * field.noiseScale,
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time * 0.01) * Math.PI * 2;
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// Add animation pulse
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angle += Math.sin(time * params.pulse.avg) * 0.5;
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// Add complexity variation
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angle += noise.simplex3(x * field.noiseScale * 2,
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y * field.noiseScale * 2,
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time * 0.005) * 0.3;
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return {
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x: Math.cos(angle) * field.strength,
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y: Math.sin(angle) * field.strength
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};
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}
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// Particle update
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function updateParticle(p, time) {
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// Get field vector
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const v = getVector(p.x, p.y, time);
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// Update angle based on field
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p.angle = Math.atan2(v.y, v.x);
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// Move particle
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p.x += v.x * p.speed;
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p.y += v.y * p.speed;
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// Wrap around edges
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if (p.x < 0) p.x = canvas.width;
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if (p.x > canvas.width) p.x = 0;
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if (p.y < 0) p.y = canvas.height;
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if (p.y > canvas.height) p.y = 0;
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// Update trail
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p.trail.push({x: p.x, y: p.y});
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if (p.trail.length > p.maxTrailLength) {
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p.trail.shift();
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}
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// Fade out if low lifespan
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if (params.lifespan < 0.3) {
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p.opacity *= 0.98;
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}
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}
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// Drawing functions
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function drawField(time) {
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// Reduce field visualization at high complexity
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if (params.complexity > 0.7) return;
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ctx.strokeStyle = `hsla(180, 50%, 60%, 0.1)`;
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ctx.lineWidth = 1;
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// Draw a grid of flow vectors
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for (let y = 0; y < field.rows; y++) {
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for (let x = 0; x < field.cols; x++) {
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const px = x * 10;
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const py = y * 10;
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const v = getVector(px, py, time);
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ctx.beginPath();
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ctx.moveTo(px, py);
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ctx.lineTo(px + v.x * 5, py + v.y * 5);
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ctx.stroke();
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}
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}
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}
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function drawParticles(time) {
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particles.forEach(p => {
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// Draw trail
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if (p.trail.length > 1) {
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ctx.beginPath();
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// Fade trail based on particle properties
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const trailOpacity = p.opacity * (0.2 + 0.8 * (p.life / 100));
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// Color variation based on time
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const colorTime = time * 0.01;
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const hue = p.hue + Math.sin(colorTime) * 20;
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ctx.strokeStyle = `hsla(${hue}, ${p.saturation}%, ${p.lightness}%, ${trailOpacity})`;
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ctx.lineWidth = p.size * 0.5;
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p.trail.forEach((segment, i) => {
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const next = p.trail[i + 1] || segment;
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const alpha = i / p.trail.length;
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ctx.globalAlpha = trailOpacity * alpha;
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ctx.beginPath();
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ctx.moveTo(segment.x, segment.y);
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ctx.lineTo(next.x, next.y);
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ctx.stroke();
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});
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ctx.globalAlpha = 1;
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}
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// Draw particle
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ctx.beginPath();
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const pulseMod = 1 + Math.sin(time * 2) * 0.2 * params.pulse.avg;
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const size = p.size * pulseMod;
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const opacity = p.opacity * Math.min(1, p.life / 50);
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ctx.fillStyle = `hsla(${p.hue}, ${p.saturation}%, ${p.lightness}%, ${opacity})`;
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ctx.arc(p.x, p.y, size, 0, Math.PI * 2);
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ctx.fill();
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});
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}
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// Animation loop
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let time = 0;
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function animate() {
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// Clear with semi-transparent background for trails
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ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw
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drawField(time);
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drawParticles(time);
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// Update particles
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particles.forEach(p => {
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updateParticle(p, time);
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// Random mutation
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if (Math.random() < 0.01) {
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p.hue = (p.hue + 20 * (Math.random() - 0.5) + 360) % 360;
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}
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});
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time += 0.05;
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requestAnimationFrame(animate);
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}
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// Start animation
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animate();
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</script>
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</body>
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</html>
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