Made some dutch baby that turned out real good. K tried some of the caramel sauce on it.

Puttered around with base64 encodings of small images for the purpose of some nebulously as-yet-not-very-completely-designed language game, and separately trying to figure out a plausible way to achieve the "to ensure these functions are perfectly and mathematically derivable/smooth one would need to window the distance decaying function with a smoothstep or something" from http://iquilezles.org/www/articles/smoothvoronoi/smoothvoronoi.htm.

I tried, among other things, copy-pasting the code
```THRESH = 0.5;

pts = [{x:0.1, y:0.9}, {x:0.5,y:-0.5}, {x:-0.3,y:-0.8}];
function foo(x, y) {
var ds = pts.map(function(pt, ix) {
var v = {x: pt.x - x, y:pt.y - y};
return Math.sqrt( v.x * v.x + v.y * v.y);
});
ds.sort(function(a, b) { return a-b });
var weights = [];
var total_weight = 0;
for (var i = 0; i < ds.length; i++) {
var t = (ds[i] - ds) / THRESH;
if (t > 1)
break;
else {
var weight = 1 - 3 * t * t + 2 * t * t * t;
weights.push(weight);
total_weight += weight;
}
}
var rv = 0;
weights.forEach(function(w, ix) {
rv += w * Math.exp(-ds[ix]);
});

return -Math.log(rv);
}
```

into the browser dev console while at https://developer.cdn.mozilla.net/media/uploads/demos/g/u/guska076/fa5058c56d868f08311aedaae32536cf/3d-grapher-with-full_1354293417_demo_package/index.html and graphing foo(x, y) but it has awful, awful creases around the voronoi cell boundaries so I know I'm doing something wrong.
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