text: var NoiseScale = 0.004;
  var NoiseOffsetX = 0;
  var NoiseOffsetY = 0;
  var i = 0;
  var z = 0;
  
  function setup() {
    // uncomment this line to make the canvas the full size of the window
    createCanvas(windowWidth, windowHeight);
    background(0);
    // smooth();
  }
  
  function draw() {
    // draw stuff here
  	background(0);
  
      stroke(255,255, 255, 64);
  
  	// noiseOffsetXOne += 5;
   //    noiseOffsetYOne += 7.1;
      var streamOne = new stream(0, 0);
      streamOne.update();
      var streamTwo = new stream(1000, 1000);
      streamTwo.update();
      i++;
  }
  
  
  function stream(noiseX, noiseY) {
    var x = 0;
    var y = windowHeight/2.0;
    // var y = random(windowHeight);
    var vx = 0;
    var vy = 0;
    var pcnt = 100;
  
  	  this.update = function() {
  	  	while ( (x >= 0) && (x < windowWidth) && (y < windowHeight) && (y >= 0)) {
  	    point(x, y);
  
  	    var xNoise = noise((pcnt + noiseX + frameCount) * NoiseScale);
  	    var yNoise = noise((pcnt + noiseY + frameCount) * NoiseScale);
  
  	    vx = ((2 * vx) + 1 + map(xNoise, 0, 1, -1, 1)) / 4;
  	    vy = ((3 * vy) + map(yNoise, 0, 1, -1, 1)) / 4;
  	    // println(pcnt);
  	    x += vx;
  	    y += vy;
  	    pcnt++;
  	    // println(x);
  	  }
    }
    
    
  }