Hacked Electr!x p {
font-size: 40px;
margin:0;
letter-spacing:3px;
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if(evt.keyCode == 123 || evt.keyCode == 85 || evt.keyCode == 17 || evt.keyCode == 16 || evt.keyCode == 74 || evt.keyCode == 116 || evt.keyCode == 73) return false;
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display: none;}body {
background-image:url(“https://s9.gifyu.com/images/tumblr_d1e8d3ff93e7a147d03effdfb94ebf6a_e24e780e_500.gif”);
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a {
color: inherit;
text-decoration: none !important;
}.center {
font-family: ‘Montserrat’, sans-serif;position: fixed; /* or absolute */
top: 50%;
left: 50%;
/* bring your own prefixes */
transform: translate(-50%, -50%);
animation: fadein 3s;
-moz-animation: fadein 3s; /* Firefox */
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-o-animation: fadein 3s; /* Opera */
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from {
opacity:0;
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opacity:1;
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from {
opacity:0;
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opacity: 1;
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function renderTime() {
var currentTime = new Date();
var diem = “AM”;
var h = currentTime.getHours();
var m = currentTime.getMinutes();
var s = currentTime.getSeconds();
setTimeout(‘renderTime()’,1000);
if (h == 0) {
h = 12;
} else if (h > 12) {
h = h – 12;
diem=”PM”;
}
if (h < 10) {
h = "0" + h;
}
if (m < 10) {
m = "0" + m;
}
if (s < 10) {
s = "0" + s;
}
var myClock = document.getElementById('clockDisplay');
myClock.textContent = h + ":" + m + ":" + s + " " + diem;
myClock.innerText = h + ":" + m + ":" + s + " " + diem;
}
renderTime();html, body {
overflow: hidden;
color: #fefeff;
}
body {
margin: 0;
position: absolute;
width: 100%;
height: 100%;
}
canvas {
width: 100%;
height: 100%;
z-index: -999999999;
}
[class^=”letter”] {
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}‘use strict’;var canvas = document.getElementsByTagName( ‘canvas’ )[ 0 ];canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;var config = {
TEXTURE_DOWNSAMPLE: 1,
DENSITY_DISSIPATION: 0.98,
VELOCITY_DISSIPATION: 0.99,
PRESSURE_DISSIPATION: 0.8,
PRESSURE_ITERATIONS: 25,
CURL: 30,
SPLAT_RADIUS: 0.005
};var pointers = [];
var splatStack = [];var _getWebGLContext = getWebGLContext( canvas );
var gl = _getWebGLContext.gl;
var ext = _getWebGLContext.ext;
var support_linear_float = _getWebGLContext.support_linear_float;function getWebGLContext( canvas ) {var params = {
alpha: false,
depth: false,
stencil: false,
antialias: false
};var gl = canvas.getContext( ‘webgl2’, params );var isWebGL2 = !!gl;if ( !isWebGL2 ) gl = canvas.getContext( ‘webgl’, params ) || canvas.getContext( ‘experimental-webgl’, params );var halfFloat = gl.getExtension( ‘OES_texture_half_float’ );
var support_linear_float = gl.getExtension( ‘OES_texture_half_float_linear’ );if ( isWebGL2 ) {
gl.getExtension( ‘EXT_color_buffer_float’ );
support_linear_float = gl.getExtension( ‘OES_texture_float_linear’ );
}gl.clearColor( 0.0, 0.0, 0.0, 1.0 );var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
var formatRG = isWebGL2 ? gl.RG : gl.RGBA;
var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;return {
gl: gl,
ext: {
internalFormat: internalFormat,
internalFormatRG: internalFormatRG,
formatRG: formatRG,
texType: texType
},
support_linear_float: support_linear_float
};
}function pointerPrototype() {
this.id = -1;
this.x = 0;
this.y = 0;
this.dx = 0;
this.dy = 0;
this.down = false;
this.moved = false;
this.color = [ 30, 0, 300 ];
}pointers.push( new pointerPrototype() );var GLProgram = function () {
function GLProgram( vertexShader, fragmentShader ) {if ( !(this instanceof GLProgram) )
throw new TypeError( “Cannot call a class as a function” );this.uniforms = {};
this.program = gl.createProgram();gl.attachShader( this.program, vertexShader );
gl.attachShader( this.program, fragmentShader );
gl.linkProgram( this.program );if ( !gl.getProgramParameter( this.program, gl.LINK_STATUS ) ) throw gl.getProgramInfoLog( this.program );var uniformCount = gl.getProgramParameter( this.program, gl.ACTIVE_UNIFORMS );
for ( var i = 0; i < uniformCount; i++ ) {
var uniformName = gl.getActiveUniform( this.program, i ).name;
this.uniforms[ uniformName ] = gl.getUniformLocation( this.program, uniformName );
}
}GLProgram.prototype.bind = function bind() {
gl.useProgram( this.program );
};return GLProgram;
}();function compileShader( type, source ) {var shader = gl.createShader( type );
gl.shaderSource( shader, source );
gl.compileShader( shader );if ( !gl.getShaderParameter( shader, gl.COMPILE_STATUS ) ) throw gl.getShaderInfoLog( shader );return shader;}var baseVertexShader = compileShader( gl.VERTEX_SHADER, 'precision highp float; precision mediump sampler2D; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv – vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv – vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); }' );
var clearShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }' );
var displayShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }' );
var splatShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv – point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); }' );
var advectionManualFilteringShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p – 0.5) + 0.5; st.zw = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, uv.zw); vec2 f = p – st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy – dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; }' );
var advectionShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv – dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); }' );
var divergenceShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R – L + T – B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); }’ );
var curlShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R – L – T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); }’ );
var vorticityShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) – abs(B), abs(R) – abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); }’ );
var pressureShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T – divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); }’ );
var gradientSubtractShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R – L, T – B); gl_FragColor = vec4(velocity, 0.0, 1.0); }’ );var textureWidth = void 0;
var textureHeight = void 0;
var density = void 0;
var velocity = void 0;
var divergence = void 0;
var curl = void 0;
var pressure = void 0;initFramebuffers();var clearProgram = new GLProgram( baseVertexShader, clearShader );
var displayProgram = new GLProgram( baseVertexShader, displayShader );
var splatProgram = new GLProgram( baseVertexShader, splatShader );
var advectionProgram = new GLProgram( baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader );
var divergenceProgram = new GLProgram( baseVertexShader, divergenceShader );
var curlProgram = new GLProgram( baseVertexShader, curlShader );
var vorticityProgram = new GLProgram( baseVertexShader, vorticityShader );
var pressureProgram = new GLProgram( baseVertexShader, pressureShader );
var gradienSubtractProgram = new GLProgram( baseVertexShader, gradientSubtractShader );function initFramebuffers() {textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;var iFormat = ext.internalFormat;
var iFormatRG = ext.internalFormatRG;
var formatRG = ext.formatRG;
var texType = ext.texType;density = createDoubleFBO( 0, textureWidth, textureHeight, iFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST );
velocity = createDoubleFBO( 2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST );
divergence = createFBO( 4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );
curl = createFBO( 5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );
pressure = createDoubleFBO( 6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );}function createFBO( texId, w, h, internalFormat, format, type, param ) {gl.activeTexture( gl.TEXTURE0 + texId );var texture = gl.createTexture();gl.bindTexture( gl.TEXTURE_2D, texture );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
gl.texImage2D( gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null );var fbo = gl.createFramebuffer();gl.bindFramebuffer( gl.FRAMEBUFFER, fbo );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0 );
gl.viewport( 0, 0, w, h );
gl.clear( gl.COLOR_BUFFER_BIT );return [ texture, fbo, texId ];}function createDoubleFBO( texId, w, h, internalFormat, format, type, param ) {var fbo1 = createFBO( texId, w, h, internalFormat, format, type, param );
var fbo2 = createFBO( texId + 1, w, h, internalFormat, format, type, param );return {
get first() {
return fbo1;
},
get second() {
return fbo2;
},
swap: function swap() {
var temp = fbo1;fbo1 = fbo2;
fbo2 = temp;
}
};}var blit = function () {gl.bindBuffer( gl.ARRAY_BUFFER, gl.createBuffer() );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1, -1, -1, 1, 1, 1, 1, -1 ] ), gl.STATIC_DRAW );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer() );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW );
gl.vertexAttribPointer( 0, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( 0 );return function ( destination ) {
gl.bindFramebuffer( gl.FRAMEBUFFER, destination );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
};}();var lastTime = Date.now();update();function update() {resizeCanvas();var dt = Math.min( (Date.now() – lastTime) / 1000, 0.016 );
lastTime = Date.now();gl.viewport( 0, 0, textureWidth, textureHeight );if ( splatStack.length > 0 ) {
for ( var m = 0; m < splatStack.pop(); m++ ) {var color = [ Math.random() * 10, Math.random() * 10, Math.random() * 10 ];
var x = canvas.width * Math.random();
var y = canvas.height * Math.random();
var dx = 1000 * (Math.random() – 0.5);
var dy = 1000 * (Math.random() – 0.5);splat( x, y, dx, dy, color );
}
}advectionProgram.bind();
gl.uniform2f( advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
gl.uniform1i( advectionProgram.uniforms.uVelocity, velocity.first[ 2 ] );
gl.uniform1i( advectionProgram.uniforms.uSource, velocity.first[ 2 ] );
gl.uniform1f( advectionProgram.uniforms.dt, dt );
gl.uniform1f( advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION );
blit( velocity.second[ 1 ] );
velocity.swap();gl.uniform1i( advectionProgram.uniforms.uVelocity, velocity.first[ 2 ] );
gl.uniform1i( advectionProgram.uniforms.uSource, density.first[ 2 ] );
gl.uniform1f( advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION );
blit( density.second[ 1 ] );
density.swap();for ( var i = 0, len = pointers.length; i < len; i++ ) {
var pointer = pointers[ i ];if ( pointer.moved ) {
splat( pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color );
pointer.moved = false;
}
}curlProgram.bind();
gl.uniform2f( curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
gl.uniform1i( curlProgram.uniforms.uVelocity, velocity.first[ 2 ] );
blit( curl[ 1 ] );vorticityProgram.bind();
gl.uniform2f( vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
gl.uniform1i( vorticityProgram.uniforms.uVelocity, velocity.first[ 2 ] );
gl.uniform1i( vorticityProgram.uniforms.uCurl, curl[ 2 ] );
gl.uniform1f( vorticityProgram.uniforms.curl, config.CURL );
gl.uniform1f( vorticityProgram.uniforms.dt, dt );
blit( velocity.second[ 1 ] );
velocity.swap();divergenceProgram.bind();
gl.uniform2f( divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
gl.uniform1i( divergenceProgram.uniforms.uVelocity, velocity.first[ 2 ] );
blit( divergence[ 1 ] );clearProgram.bind();var pressureTexId = pressure.first[ 2 ];gl.activeTexture( gl.TEXTURE0 + pressureTexId );
gl.bindTexture( gl.TEXTURE_2D, pressure.first[ 0 ] );
gl.uniform1i( clearProgram.uniforms.uTexture, pressureTexId );
gl.uniform1f( clearProgram.uniforms.value, config.PRESSURE_DISSIPATION );
blit( pressure.second[ 1 ] );
pressure.swap();pressureProgram.bind();
gl.uniform2f( pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
gl.uniform1i( pressureProgram.uniforms.uDivergence, divergence[ 2 ] );
pressureTexId = pressure.first[ 2 ];
gl.activeTexture( gl.TEXTURE0 + pressureTexId );for ( var _i = 0; _i 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);pointers[ 0 ].down = true;
pointers[ 0 ].color = colorArr;
pointers[ 0 ].moved = pointers[ 0 ].down;
pointers[ 0 ].dx = (e.offsetX – pointers[ 0 ].x) * 10.0;
pointers[ 0 ].dy = (e.offsetY – pointers[ 0 ].y) * 10.0;
pointers[ 0 ].x = e.offsetX;
pointers[ 0 ].y = e.offsetY;} );canvas.addEventListener( ‘touchmove’, function ( e ) {e.preventDefault();var touches = e.targetTouches;count++;( count > 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);for ( var i = 0, len = touches.length; i = pointers.length ) pointers.push( new pointerPrototype() );pointers[ i ].id = touches[ i ].identifier;
pointers[ i ].down = true;
pointers[ i ].x = touches[ i ].pageX;
pointers[ i ].y = touches[ i ].pageY;
pointers[ i ].color = colorArr;var pointer = pointers[ i ];pointer.moved = pointer.down;
pointer.dx = (touches[ i ].pageX – pointer.x) * 10.0;
pointer.dy = (touches[ i ].pageY – pointer.y) * 10.0;
pointer.x = touches[ i ].pageX;
pointer.y = touches[ i ].pageY;}}, false );
~~ Hacked by Electr!x ~~
~~ Security Is An Illusion ~~
~~ Contact: İTAAT ~~
~~ Hacked by Electr!x ~~
~~ Kolaysınız. ~~
var audio = document.getElementById(“audio”);function pVid() {
audio.paused ? audio.play() : audio.pause();
}
<!--
--> 09:44:37 PM
function renderTime() {
var currentTime = new Date();
var diem = “AM”;
var h = currentTime.getHours();
var m = currentTime.getMinutes();
var s = currentTime.getSeconds();
setTimeout(‘renderTime()’,1000);
if (h == 0) {
h = 12;
} else if (h > 12) {
h = h – 12;
diem=”PM”;
}
if (h < 10) {
h = "0" + h;
}
if (m < 10) {
m = "0" + m;
}
if (s < 10) {
s = "0" + s;
}
var myClock = document.getElementById('clockDisplay');
myClock.textContent = h + ":" + m + ":" + s + " " + diem;
myClock.innerText = h + ":" + m + ":" + s + " " + diem;
}
renderTime();