Changing the draw method to
function draw() {
p++;
loadPixels();
let t = pixels;
for (let i = 0; i < t.length; i += 4) {
c = k[(a[i] + p) & 127];
t[i] = c._getRed();
t[i + 1] = c._getGreen();
t[i + 2] = c._getBlue();
t[i + 3] = 255;
}
updatePixels();
}
will save a few bytes ![]()