Make a shadertoy run in HTML

Trying to get this shadertoy to run in my html file, I have it hosted on a live server, but I’m getting a few errors in my console like:

ObjectRendererSystem.mjs:30 Uncaught TypeError: displayObject.enableTempParent is not a function

htmlgl.min.js:13 Uncaught (in promise) TypeError: this.enable is not a function
at htmlgl.min.js:13:13585
Uncaught SyntaxError: Missing initializer in const declaration (at index copy.html:15:7)

My code is below:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
    <script src="https://pixijs.download/release/pixi.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/html-gl/0.3.1/htmlgl.min.js" integrity="sha512-MffjPWwAY9ra9a7OXYEo1j9JiYD8IHJ6Pr1hjxSKk7gNzpYk6YRFB0QOQNg7EvxBosNclFOjl7Fe+1cMGI3rEA==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
</head>
<body>
    <script>
        
const int MAX_ITER = 18;

float field(vec3 p, float s, int iter)
{
    float accum = s / 4.0;
    float prev = 0.0;
    float tw = 0.0;
    for (int i = 0; i < MAX_ITER; ++i) 
    {
        if (i >= iter) // drop from the loop if the number of iterations has been completed - workaround for GLSL loop index limitation
        {
            break;
        }
        float mag = dot(p, p);
        p = abs(p) / mag + vec3(-0.5, -0.4, -1.487);
        float w = exp(-float(i) / 5.0);
        accum += w * exp(-9.025 * pow(abs(mag - prev), 2.2));
        tw += w;
        prev = mag;
    }
    return max(0.0, 5.2 * accum / tw - 0.65);
}

vec3 nrand3(vec2 co)
{
    vec3 a = fract(cos(co.x*8.3e-3 + co.y) * vec3(1.3e5, 4.7e5, 2.9e5));
    vec3 b = fract(sin(co.x*0.3e-3 + co.y) * vec3(8.1e5, 1.0e5, 0.1e5));
    vec3 c = mix(a, b, 0.5);
    return c;
}

vec4 starLayer(vec2 p, float time)
{
    vec2 seed = 1.9 * p.xy;
    seed = floor(seed * max(iResolution.x, 600.0) / 1.5);
    vec3 rnd = nrand3(seed);
    vec4 col = vec4(pow(rnd.y, 17.0));
    float mul = 10.0 * rnd.x;
    col.xyz *= sin(time * mul + mul) * 0.25 + 1.0;
    return col;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    float time = iTime / (iResolution.x / 1000.0);
    
    // first layer of the kaliset fractal
    vec2 uv = 2.0 * fragCoord / iResolution.xy - 1.0;
    vec2 uvs = uv * iResolution.xy / max(iResolution.x, iResolution.y);
    vec3 p = vec3(uvs / 2.5, 0.0) + vec3(0.8, -1.3, 0.0);
    p += 0.45 * vec3(sin(time / 32.0), sin(time / 24.0), sin(time / 64.0));
    
    // adjust first layer position based on mouse movement
    p.x += mix(-0.02, 0.02, (iMouse.x / iResolution.x));
    p.y += mix(-0.02, 0.02, (iMouse.y / iResolution.y));
    
    float freqs[4];
    freqs[0] = 0.45;
    freqs[1] = 0.4;
    freqs[2] = 0.15;
    freqs[3] = 0.9;

    float t = field(p, freqs[2], 13);
    float v = (1.0 - exp((abs(uv.x) - 1.0) * 6.0)) * (1.0 - exp((abs(uv.y) - 1.0) * 6.0));
    
    // second layer of the kaliset fractal
    vec3 p2 = vec3(uvs / (4.0 + sin(time * 0.11) * 0.2 + 0.2 + sin(time * 0.15) * 0.3 + 0.4), 4.0) + vec3(2.0, -1.3, -1.0);
    p2 += 0.16 * vec3(sin(time / 32.0), sin(time / 24.0), sin(time / 64.0));
    
    // adjust second layer position based on mouse movement
    p2.x += mix(-0.01, 0.01, (iMouse.x / iResolution.x));
    p2.y += mix(-0.01, 0.01, (iMouse.y / iResolution.y));
    float t2 = field(p2, freqs[3], 18);
    vec4 c2 = mix(0.5, 0.2, v) * vec4(5.5 * t2 * t2 * t2, 2.1 * t2 * t2, 2.2 * t2 * freqs[0], t2);
    
    // add stars (source: https://glslsandbox.com/e#6904.0)
    vec4 starColour = vec4(0.0);
    starColour += starLayer(p.xy, time); // add first layer of stars
    starColour += starLayer(p2.xy, time); // add second layer of stars

    const float brightness = 1.0;
    vec4 colour = mix(freqs[3] - 0.3, 1.0, v) * vec4(1.5 * freqs[2] * t * t * t, 1.2 * freqs[1] * t * t, freqs[3] * t, 1.0) + c2 + starColour;
    fragColor = vec4(brightness * colour.xyz, 1.0);
}

    </script>
        <script src="https://pixijs.download/release/pixi.js"></script>

</body>
</html>

Any help would be awesome

I’ve tried rearranging the JS and that’s about it