diff --git a/public/index.html b/public/index.html
index f4fc9c9..458f5be 100755
--- a/public/index.html
+++ b/public/index.html
@@ -6,8 +6,7 @@
The Mycelial Network
-
-
+
@@ -70,7 +69,7 @@
-
+
diff --git a/public/modal.css b/public/modal.css
deleted file mode 100644
index 11cded2..0000000
--- a/public/modal.css
+++ /dev/null
@@ -1,90 +0,0 @@
-@charset "UTF-8";
-.modal[open] .modal__toggle {
- left: calc(50vw + 200px);
- top: calc(15vh - 5px);
- position: fixed;
- z-index: 11;
-}
-.modal[open] .modal__toggle:focus {
- outline: 2px solid #00f;
-}
-.modal__toggle::before {
- content: 'Donate';
- cursor: pointer;
- padding-left: 10px;
- padding-right: 10px;
- background-color: #241917;
- color: #fff;
- border-radius: 2px;
- border: 2px solid #f3bbae;
-}
-.modal[open] .modal__toggle::before {
- content: '✖';
- color: #fff !important;
- font-size: 25px;
-}
-.modal__toggle {
- position: relative;
- list-style: none;
- font-size: 14px;
- font-family: Monaco, monospace;
- text-align: left;
- z-index: 4;
-}
-.modal__toggle::-webkit-details-marker {
- display: none;
-}
-.modal__toggle:hover {
- cursor: pointer;
- opacity: .8;
-}
-.modal__background {
- background-color:rgba(0, 0, 0, 0.65);
- display: flex;
- height: 100vh;
- justify-content: center;
- left: 0;
- position: fixed;
- top: 0;
- width: 100vw;
- z-index: 3;
-}
-.modal__body {
- border: 2px solid #f3bbae92;
- background: rgba(36, 25, 23, 1);
- color: #f3bbae;
- font-size: 1.6rem;
- font-weight: 600;
- padding: 20px 20px;
- position: fixed;
- text-align: left;
- top: 15vh;
- left: 50%;
- transform: translateX(-50%);
- width: 80%;
- max-width: 400px;
- z-index: 10;
- word-wrap: break-word;
- font-family: Monaco, monospace;
-}
-
-.modal__text {
- line-height: 1.6;
- margin: 0;
- font-size: 12px;
-}
-
-.crypto-address {
- word-wrap: break-word;
- display: block;
- font-size: 12px !important;
- background-color: #241917;
- color: #fff;
- border-radius: 2px;
- border: 2px solid #f3bbae;
- padding: 5px;
-}
-
-.links {
- padding-left: 0.85rem;
-}
\ No newline at end of file
diff --git a/public/simplex.js b/public/simplex.js
new file mode 100644
index 0000000..ebd35de
--- /dev/null
+++ b/public/simplex.js
@@ -0,0 +1,473 @@
+/*
+ * A fast javascript implementation of simplex noise by Jonas Wagner
+
+Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
+Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
+With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
+Better rank ordering method by Stefan Gustavson in 2012.
+
+
+ Copyright (c) 2018 Jonas Wagner
+
+ Permission is hereby granted, free of charge, to any person obtaining a copy
+ of this software and associated documentation files (the "Software"), to deal
+ in the Software without restriction, including without limitation the rights
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ copies of the Software, and to permit persons to whom the Software is
+ furnished to do so, subject to the following conditions:
+
+ The above copyright notice and this permission notice shall be included in all
+ copies or substantial portions of the Software.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ SOFTWARE.
+ */
+ (function() {
+ 'use strict';
+
+ var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
+ var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
+ var F3 = 1.0 / 3.0;
+ var G3 = 1.0 / 6.0;
+ var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
+ var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
+
+ function SimplexNoise(randomOrSeed) {
+ var random;
+ if (typeof randomOrSeed == 'function') {
+ random = randomOrSeed;
+ }
+ else if (randomOrSeed) {
+ random = alea(randomOrSeed);
+ } else {
+ random = Math.random;
+ }
+ this.p = buildPermutationTable(random);
+ this.perm = new Uint8Array(512);
+ this.permMod12 = new Uint8Array(512);
+ for (var i = 0; i < 512; i++) {
+ this.perm[i] = this.p[i & 255];
+ this.permMod12[i] = this.perm[i] % 12;
+ }
+
+ }
+ SimplexNoise.prototype = {
+ grad3: new Float32Array([1, 1, 0,
+ -1, 1, 0,
+ 1, -1, 0,
+
+ -1, -1, 0,
+ 1, 0, 1,
+ -1, 0, 1,
+
+ 1, 0, -1,
+ -1, 0, -1,
+ 0, 1, 1,
+
+ 0, -1, 1,
+ 0, 1, -1,
+ 0, -1, -1]),
+ grad4: new Float32Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
+ 0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
+ 1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1,
+ -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
+ 1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
+ -1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
+ 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0,
+ -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0]),
+ noise2D: function(xin, yin) {
+ var permMod12 = this.permMod12;
+ var perm = this.perm;
+ var grad3 = this.grad3;
+ var n0 = 0; // Noise contributions from the three corners
+ var n1 = 0;
+ var n2 = 0;
+ // Skew the input space to determine which simplex cell we're in
+ var s = (xin + yin) * F2; // Hairy factor for 2D
+ var i = Math.floor(xin + s);
+ var j = Math.floor(yin + s);
+ var t = (i + j) * G2;
+ var X0 = i - t; // Unskew the cell origin back to (x,y) space
+ var Y0 = j - t;
+ var x0 = xin - X0; // The x,y distances from the cell origin
+ var y0 = yin - Y0;
+ // For the 2D case, the simplex shape is an equilateral triangle.
+ // Determine which simplex we are in.
+ var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
+ if (x0 > y0) {
+ i1 = 1;
+ j1 = 0;
+ } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
+ else {
+ i1 = 0;
+ j1 = 1;
+ } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
+ // c = (3-sqrt(3))/6
+ var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
+ var y1 = y0 - j1 + G2;
+ var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
+ var y2 = y0 - 1.0 + 2.0 * G2;
+ // Work out the hashed gradient indices of the three simplex corners
+ var ii = i & 255;
+ var jj = j & 255;
+ // Calculate the contribution from the three corners
+ var t0 = 0.5 - x0 * x0 - y0 * y0;
+ if (t0 >= 0) {
+ var gi0 = permMod12[ii + perm[jj]] * 3;
+ t0 *= t0;
+ n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
+ }
+ var t1 = 0.5 - x1 * x1 - y1 * y1;
+ if (t1 >= 0) {
+ var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
+ t1 *= t1;
+ n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
+ }
+ var t2 = 0.5 - x2 * x2 - y2 * y2;
+ if (t2 >= 0) {
+ var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
+ t2 *= t2;
+ n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
+ }
+ // Add contributions from each corner to get the final noise value.
+ // The result is scaled to return values in the interval [-1,1].
+ return 70.0 * (n0 + n1 + n2);
+ },
+ // 3D simplex noise
+ noise3D: function(xin, yin, zin) {
+ var permMod12 = this.permMod12;
+ var perm = this.perm;
+ var grad3 = this.grad3;
+ var n0, n1, n2, n3; // Noise contributions from the four corners
+ // Skew the input space to determine which simplex cell we're in
+ var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
+ var i = Math.floor(xin + s);
+ var j = Math.floor(yin + s);
+ var k = Math.floor(zin + s);
+ var t = (i + j + k) * G3;
+ var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
+ var Y0 = j - t;
+ var Z0 = k - t;
+ var x0 = xin - X0; // The x,y,z distances from the cell origin
+ var y0 = yin - Y0;
+ var z0 = zin - Z0;
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+ // Determine which simplex we are in.
+ var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
+ var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
+ if (x0 >= y0) {
+ if (y0 >= z0) {
+ i1 = 1;
+ j1 = 0;
+ k1 = 0;
+ i2 = 1;
+ j2 = 1;
+ k2 = 0;
+ } // X Y Z order
+ else if (x0 >= z0) {
+ i1 = 1;
+ j1 = 0;
+ k1 = 0;
+ i2 = 1;
+ j2 = 0;
+ k2 = 1;
+ } // X Z Y order
+ else {
+ i1 = 0;
+ j1 = 0;
+ k1 = 1;
+ i2 = 1;
+ j2 = 0;
+ k2 = 1;
+ } // Z X Y order
+ }
+ else { // x0 y0) rankx++;
+ else ranky++;
+ if (x0 > z0) rankx++;
+ else rankz++;
+ if (x0 > w0) rankx++;
+ else rankw++;
+ if (y0 > z0) ranky++;
+ else rankz++;
+ if (y0 > w0) ranky++;
+ else rankw++;
+ if (z0 > w0) rankz++;
+ else rankw++;
+ var i1, j1, k1, l1; // The integer offsets for the second simplex corner
+ var i2, j2, k2, l2; // The integer offsets for the third simplex corner
+ var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
+ // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
+ // Many values of c will never occur, since e.g. x>y>z>w makes x= 3 ? 1 : 0;
+ j1 = ranky >= 3 ? 1 : 0;
+ k1 = rankz >= 3 ? 1 : 0;
+ l1 = rankw >= 3 ? 1 : 0;
+ // Rank 2 denotes the second largest coordinate.
+ i2 = rankx >= 2 ? 1 : 0;
+ j2 = ranky >= 2 ? 1 : 0;
+ k2 = rankz >= 2 ? 1 : 0;
+ l2 = rankw >= 2 ? 1 : 0;
+ // Rank 1 denotes the second smallest coordinate.
+ i3 = rankx >= 1 ? 1 : 0;
+ j3 = ranky >= 1 ? 1 : 0;
+ k3 = rankz >= 1 ? 1 : 0;
+ l3 = rankw >= 1 ? 1 : 0;
+ // The fifth corner has all coordinate offsets = 1, so no need to compute that.
+ var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
+ var y1 = y0 - j1 + G4;
+ var z1 = z0 - k1 + G4;
+ var w1 = w0 - l1 + G4;
+ var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
+ var y2 = y0 - j2 + 2.0 * G4;
+ var z2 = z0 - k2 + 2.0 * G4;
+ var w2 = w0 - l2 + 2.0 * G4;
+ var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
+ var y3 = y0 - j3 + 3.0 * G4;
+ var z3 = z0 - k3 + 3.0 * G4;
+ var w3 = w0 - l3 + 3.0 * G4;
+ var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
+ var y4 = y0 - 1.0 + 4.0 * G4;
+ var z4 = z0 - 1.0 + 4.0 * G4;
+ var w4 = w0 - 1.0 + 4.0 * G4;
+ // Work out the hashed gradient indices of the five simplex corners
+ var ii = i & 255;
+ var jj = j & 255;
+ var kk = k & 255;
+ var ll = l & 255;
+ // Calculate the contribution from the five corners
+ var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
+ if (t0 < 0) n0 = 0.0;
+ else {
+ var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
+ t0 *= t0;
+ n0 = t0 * t0 * (grad4[gi0] * x0 + grad4[gi0 + 1] * y0 + grad4[gi0 + 2] * z0 + grad4[gi0 + 3] * w0);
+ }
+ var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
+ if (t1 < 0) n1 = 0.0;
+ else {
+ var gi1 = (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) * 4;
+ t1 *= t1;
+ n1 = t1 * t1 * (grad4[gi1] * x1 + grad4[gi1 + 1] * y1 + grad4[gi1 + 2] * z1 + grad4[gi1 + 3] * w1);
+ }
+ var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
+ if (t2 < 0) n2 = 0.0;
+ else {
+ var gi2 = (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) * 4;
+ t2 *= t2;
+ n2 = t2 * t2 * (grad4[gi2] * x2 + grad4[gi2 + 1] * y2 + grad4[gi2 + 2] * z2 + grad4[gi2 + 3] * w2);
+ }
+ var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
+ if (t3 < 0) n3 = 0.0;
+ else {
+ var gi3 = (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) * 4;
+ t3 *= t3;
+ n3 = t3 * t3 * (grad4[gi3] * x3 + grad4[gi3 + 1] * y3 + grad4[gi3 + 2] * z3 + grad4[gi3 + 3] * w3);
+ }
+ var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
+ if (t4 < 0) n4 = 0.0;
+ else {
+ var gi4 = (perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4;
+ t4 *= t4;
+ n4 = t4 * t4 * (grad4[gi4] * x4 + grad4[gi4 + 1] * y4 + grad4[gi4 + 2] * z4 + grad4[gi4 + 3] * w4);
+ }
+ // Sum up and scale the result to cover the range [-1,1]
+ return 27.0 * (n0 + n1 + n2 + n3 + n4);
+ }
+ };
+
+ function buildPermutationTable(random) {
+ var i;
+ var p = new Uint8Array(256);
+ for (i = 0; i < 256; i++) {
+ p[i] = i;
+ }
+ for (i = 0; i < 255; i++) {
+ var r = i + ~~(random() * (256 - i));
+ var aux = p[i];
+ p[i] = p[r];
+ p[r] = aux;
+ }
+ return p;
+ }
+ SimplexNoise._buildPermutationTable = buildPermutationTable;
+
+ function alea() {
+ // Johannes Baagøe , 2010
+ var s0 = 0;
+ var s1 = 0;
+ var s2 = 0;
+ var c = 1;
+
+ var mash = masher();
+ s0 = mash(' ');
+ s1 = mash(' ');
+ s2 = mash(' ');
+
+ for (var i = 0; i < arguments.length; i++) {
+ s0 -= mash(arguments[i]);
+ if (s0 < 0) {
+ s0 += 1;
+ }
+ s1 -= mash(arguments[i]);
+ if (s1 < 0) {
+ s1 += 1;
+ }
+ s2 -= mash(arguments[i]);
+ if (s2 < 0) {
+ s2 += 1;
+ }
+ }
+ mash = null;
+ return function() {
+ var t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32
+ s0 = s1;
+ s1 = s2;
+ return s2 = t - (c = t | 0);
+ };
+ }
+ function masher() {
+ var n = 0xefc8249d;
+ return function(data) {
+ data = data.toString();
+ for (var i = 0; i < data.length; i++) {
+ n += data.charCodeAt(i);
+ var h = 0.02519603282416938 * n;
+ n = h >>> 0;
+ h -= n;
+ h *= n;
+ n = h >>> 0;
+ h -= n;
+ n += h * 0x100000000; // 2^32
+ }
+ return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
+ };
+ }
+
+ // amd
+ if (typeof define !== 'undefined' && define.amd) define(function() {return SimplexNoise;});
+ // common js
+ if (typeof exports !== 'undefined') exports.SimplexNoise = SimplexNoise;
+ // browser
+ else if (typeof window !== 'undefined') window.SimplexNoise = SimplexNoise;
+ // nodejs
+ if (typeof module !== 'undefined') {
+ module.exports = SimplexNoise;
+ }
+
+ })();
\ No newline at end of file
diff --git a/public/style.css b/public/style.css
index 2445b0d..67dee1c 100755
--- a/public/style.css
+++ b/public/style.css
@@ -1,5 +1,3 @@
-@import url("//cdn.jsdelivr.net/gh/be5invis/Iosevka@ff81c66/fonts.css");
-
:root {
--size: calc(100vmin / 1.618033988749895);
}
@@ -152,4 +150,94 @@ ul.alt-bullet li::before {
.alt-bullet {
padding-left: 1rem !important;
+}
+
+.modal[open] .modal__toggle {
+ left: calc(50vw + 200px);
+ top: calc(15vh - 5px);
+ position: fixed;
+ z-index: 11;
+}
+.modal[open] .modal__toggle:focus {
+ outline: 2px solid #00f;
+}
+.modal__toggle::before {
+ content: 'Donate';
+ cursor: pointer;
+ padding-left: 10px;
+ padding-right: 10px;
+ background-color: #241917;
+ color: #fff;
+ border-radius: 2px;
+ border: 2px solid #f3bbae;
+}
+.modal[open] .modal__toggle::before {
+ content: '✖';
+ color: #fff !important;
+ font-size: 25px;
+}
+.modal__toggle {
+ position: relative;
+ list-style: none;
+ font-size: 14px;
+ font-family: Monaco, monospace;
+ text-align: left;
+ z-index: 4;
+}
+.modal__toggle::-webkit-details-marker {
+ display: none;
+}
+.modal__toggle:hover {
+ cursor: pointer;
+ opacity: .8;
+}
+.modal__background {
+ background-color:rgba(0, 0, 0, 0.65);
+ display: flex;
+ height: 100vh;
+ justify-content: center;
+ left: 0;
+ position: fixed;
+ top: 0;
+ width: 100vw;
+ z-index: 3;
+}
+.modal__body {
+ border: 2px solid #f3bbae92;
+ background: rgba(36, 25, 23, 1);
+ color: #f3bbae;
+ font-size: 1.6rem;
+ font-weight: 600;
+ padding: 20px 20px;
+ position: fixed;
+ text-align: left;
+ top: 15vh;
+ left: 50%;
+ transform: translateX(-50%);
+ width: 80%;
+ max-width: 400px;
+ z-index: 10;
+ word-wrap: break-word;
+ font-family: Monaco, monospace;
+}
+
+.modal__text {
+ line-height: 1.6;
+ margin: 0;
+ font-size: 12px;
+}
+
+.crypto-address {
+ word-wrap: break-word;
+ display: block;
+ font-size: 12px !important;
+ background-color: #241917;
+ color: #fff;
+ border-radius: 2px;
+ border: 2px solid #f3bbae;
+ padding: 5px;
+}
+
+.links {
+ padding-left: 0.85rem;
}
\ No newline at end of file