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JavaScript

let theShader;
function preload(){
theShader = loadShader('shader.vert', 'shader.frag');
}
function setup() {
pixelDensity(1);
createCanvas(windowWidth, windowHeight, WEBGL);
noStroke();
}
function draw() {
theShader.setUniform('u_resolution', [width, height]);
theShader.setUniform("u_time", millis() / 1000.0); // we divide millis by 1000 to convert it to seconds
theShader.setUniform("u_mouse", [mouseX, map(mouseY, 0, height, height, 0)]); // we flip Y so it's oriented properly in our shader
// shader() sets the active shader with our shader
shader(theShader);
// rect gives us some geometry on the screen
rect(0,0,width, height);
}
// function windowResized(){
// resizeCanvas(windowWidth, windowHeight);
// }