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this.b=0,this.c=this.d=this.g=this.e=this.f=this.h=this.i=this.m=this.q=this.p=this.k=this.A=this.qa=this.S=this.R=null,a.width^a.height)throw new Error('Voronoi canvas parameter must be square. Size is ('+a.width+', '+a.height+')');if(!Hb(a.width))throw new Error('Voronoi canvas size must be a power of two. Size is '+a.width);if(this.b=a.width,this.R=a,this.a=new dc(a),!this.a.a)throw new Error('Failed to initialize Wham');this.a.a.disable(2929);var b=this.a.a;b.disable(2929),this.d=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D i;\nuniform vec2 e;\nuniform int C;\nuniform bool w;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nbool p(const vec2 a, const vec2 b, const vec2 c) {\n  return all(greaterThan(a, b)) && all(lessThan(a, c));\n}\n\nbool r(const vec2 a) {\n  return p(a, vec2(0.0, 0.0), vec2(1.0, 1.0));\n}\n\nvec2 q(const float b) {\n  float a = b;\n  return vec2(floor(a / 100.0), mod(a, 100.0));\n}\n\nfloat f(const vec2 a) {\n  return a.x * 100.0 + a.y;\n}\n\nvec4 s(const vec2 b) {\n  vec2 a = floor(b), c = q(a.x), d = q(a.y);\n  return vec4(c, d) / 255.0;\n}\n\nvec4 x() {\n  return s(vec2(5000.0, 5000.0));\n}\n\nvec2 g(const vec4 b) {\n  vec4 a = b * 255.0;\n  float c = f(a.rg), d = f(a.ba);\n  return vec2(c, d) + vec2(0.5);\n}\n\nbool t(const vec4 a) {\n  vec2 b = g(a);\n  return b.x < 4999.0;\n}\n\nfloat u(vec2 a, vec2 b, vec2 c) {\n  float d = min(abs(a.x - b.x), c.x - abs(a.x - b.x)), h = min(abs(a.y - b.y), c.y - abs(a.y - b.y));\n  return sqrt(d * d + h * h);\n}\n\nvec4 k(const vec4 b, const vec2 y) {\n  vec2 c = (gl_FragCoord.xy + y) / e;\n  vec4 a = texture2D(i, c);\n  a = !r(c) && !w ? x() : a;\n  if (!t(a))\n    return b;\n  else if (!t(b))\n    return a;\n  else {\n    vec2 d = g(b), h = g(a);\n    float D = w ? u(d, gl_FragCoord.xy, e) : distance(d, gl_FragCoord.xy), E = w ? u(h, gl_FragCoord.xy, e) : distance(h, gl_FragCoord.xy);\n    if (D > E)\n      return a;\n  }\n  return b;\n}\n\nvoid main() {\n  vec2 c = gl_FragCoord.xy / e;\n  vec4 a = texture2D(i, c);\n  int b = C;\n  a = k(a, vec2(0, b)), a = k(a, vec2(b, b)), a = k(a, vec2(b, 0)), a = k(a, vec2(b, -b)), a = k(a, vec2(0, -b)), a = k(a, vec2(-b, -b)), a = k(a, vec2(-b, 0)), a = k(a, vec2(-b, b)), gl_FragColor = a;\n}\n'),
this.c=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D v;\nuniform vec2 e;\nuniform vec4 A;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nbool B(const vec4 a, const vec4 b) {\n  return all(lessThan(abs(a - b), vec4(5e-3)));\n}\n\nvec2 q(const float b) {\n  float a = b;\n  return vec2(floor(a / 100.0), mod(a, 100.0));\n}\n\nvec4 s(const vec2 b) {\n  vec2 a = floor(b), c = q(a.x), d = q(a.y);\n  return vec4(c, d) / 255.0;\n}\n\nvec4 x() {\n  return s(vec2(5000.0, 5000.0));\n}\n\nvoid main() {\n  vec2 a = gl_FragCoord.xy / e, b = vec2(a.x, 1.0 - a.y);\n  vec4 c = texture2D(v, b);\n  gl_FragColor = B(c, A) ? x() : s(gl_FragCoord.xy);\n}\n'),
this.h=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D i;\nuniform vec2 e;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nvoid main() {\n  vec2 a = gl_FragCoord.xy / e;\n  gl_FragColor = texture2D(i, a);\n}\n'),this.g=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D v, i;\nuniform vec2 e;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nfloat f(const vec2 a) {\n  return a.x * 100.0 + a.y;\n}\n\nvec2 g(const vec4 b) {\n  vec4 a = b * 255.0;\n  float c = f(a.rg), d = f(a.ba);\n  return vec2(c, d) + vec2(0.5);\n}\n\nbool t(const vec4 a) {\n  vec2 b = g(a);\n  return b.x < 4999.0;\n}\n\nvoid main() {\n  vec2 c = gl_FragCoord.xy / e;\n  vec4 b = texture2D(i, c);\n  if (t(b)) {\n    vec2 a = g(b) / e;\n    a.y = 1.0 - a.y, gl_FragColor = texture2D(v, a);\n  }\n  else\n    gl_FragColor = l;\n}\n'),
this.e=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D i;\nuniform vec2 e;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nbool p(const vec2 a, const vec2 b, const vec2 c) {\n  return all(greaterThan(a, b)) && all(lessThan(a, c));\n}\n\nbool r(const vec2 a) {\n  return p(a, vec2(0.0, 0.0), vec2(1.0, 1.0));\n}\n\nfloat f(const vec2 a) {\n  return a.x * 100.0 + a.y;\n}\n\nvec2 g(const vec4 b) {\n  vec4 a = b * 255.0;\n  float c = f(a.rg), d = f(a.ba);\n  return vec2(c, d) + vec2(0.5);\n}\n\nfloat u(vec2 a, vec2 b, vec2 c) {\n  float d = min(abs(a.x - b.x), c.x - abs(a.x - b.x)), h = min(abs(a.y - b.y), c.y - abs(a.y - b.y));\n  return sqrt(d * d + h * h);\n}\n\nvoid main() {\n  vec2 b = gl_FragCoord.xy / e;\n  if (!r(b)) {\n    gl_FragColor = j;\n    return;\n  }\n  vec4 c = texture2D(i, b);\n  vec2 d = g(c);\n  float a = u(d, gl_FragCoord.xy, e);\n  a = 1.0 - a / (e.x * 0.5), gl_FragColor = vec4(a, a, a, 1.0);\n}\n'),
this.f=new ec(this.a.a,'precision highp float;\nprecision highp int;\n\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\nattribute vec2 G;\n\nvoid main() {\n  gl_Position = vec4(G, 0, 1.0);\n}\n','precision highp float;\nprecision highp int;\n\nuniform sampler2D i;\nuniform vec2 e;\nuniform float F, z;\nuniform vec4 H;\nconst vec4 j = vec4(1.0, 0.0, 0.0, 1.0), m = vec4(0.0, 1.0, 0.0, 1.0), n = vec4(0.0, 0.0, 1.0, 1.0), o = vec4(0.0, 0.0, 0.0, 1.0), l = vec4(1.0, 1.0, 1.0, 1.0);\n\nbool p(const vec2 a, const vec2 b, const vec2 c) {\n  return all(greaterThan(a, b)) && all(lessThan(a, c));\n}\n\nbool r(const vec2 a) {\n  return p(a, vec2(0.0, 0.0), vec2(1.0, 1.0));\n}\n\nfloat f(const vec2 a) {\n  return a.x * 100.0 + a.y;\n}\n\nvec2 g(const vec4 b) {\n  vec4 a = b * 255.0;\n  float c = f(a.rg), d = f(a.ba);\n  return vec2(c, d) + vec2(0.5);\n}\n\nvoid main() {\n  vec2 a = gl_FragCoord.xy / e;\n  if (!r(a)) {\n    gl_FragColor = j;\n    return;\n  }\n  vec4 b = texture2D(i, a);\n  vec2 c = g(b);\n  float d = distance(c, gl_FragCoord.xy), h = F - z / 2.0, y = clamp((d - h) / z, 0.0, 1.0);\n  gl_FragColor = mix(H, vec4(0.0), y);\n}\n'),
this.q=new fc(b),eb(this.q,Sb,35044);var c=new hc(b,6408,10497,9728,5121);this.i=new ic(b,c),U(this.i,this.b,this.b),this.m=new ic(b,c),U(this.m,this.b,this.b),c=new hc(b,6408,10497,9729,5121),this.k=new ic(b,c),U(this.k,this.b,this.b),c=new hc(b,6408,10497,9728,5121),this.p=new ic(b,c),U(this.p,this.b,this.b),this.A=fb(b)}function ec(a,b,c){if(this.a=this.b=null,this.c=I(null),this.d=I(null),this.a=a,this.b=this.a.createProgram(),this.a.attachShader(this.b,za(this,35633,b)),this.a.attachShader(this.b,za(this,35632,c)),this.a.linkProgram(this.b),!this.a.getProgramParameter(this.b,35714))throw new Error(this.a.getProgramInfoLog(this.b))}function fc(a){this.b=null,this.c=0,this.d=-1,this.a=a,this.b=this.a.createBuffer(),this.c=34962}function gc(a,b){this.a=a,this.b=b}function hc(a,b,c,d,g){this.a=a,this.b=b,this.c=c,this.d=d,this.g=g}function ic(a,b){this.b=this.c=null,this.a=a,this.b=gb(b),this.c=this.a.createTexture(),this.a.bindTexture(3553,this.c),this.a.texParameteri(3553,10242,this.b.c),this.a.texParameteri(3553,
10243,this.b.c),this.a.texParameteri(3553,10241,this.b.d),this.a.texParameteri(3553,10240,this.b.d)}function uc(a,b){this.a=a,this.b=b}function vc(a,b){this.a=a,this.b=b}function xc(a){this.a=a}function Dc(){this.a=!1,this.b=$(Wa),this.c=-1,this.d=0,this.g=this.e=-1}var Pa=new Zb,Qa=new bc(['font-family'],["'Lucida Grande', 'Lucida Sans Unicode', 'Lucida Sans', Geneva, Verdana, sans-serif"]),V=new bc(['text-align','margin'],['center','40px auto']),ra=new bc(['background-color'],['#F5F5F5']),sb=[t(7051762),t(4814543),t(8428277),t(8305894),t(9011445),t(970239),t(5611513)],Oa=t(6710886),Qb=t(15724527),Va=t(9391359),Rb=t(16777215),Wa=new Vb(0,0,0,0),Sb=new Float32Array([-1,-1,1,-1,-1,1,1,1]);oc()})();
