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HTML

              
                <div id="page-wrap">
  <!-- div that will hold our WebGL canvas -->
  <!--<nav class="main-nav">
    <div class="logo"><img src="" alt="" class="img-logo">AB</div>
    <ul class="main-menu">
      <li><a href="">HOME</a></li>
      <li><a href="">ABOUT</a></li>
      <li><a href="">WORKS</a></li>
      <li><a href="">CONTACT</a></li>
    </ul>
  </nav>--->
 
  <div id="canvas"></div>
    
    <!-- div used to create our plane -->
    <div class="plane">

      <!-- images that will be used as textures by our plane -->
     
      <div class="title-hero">
        <h1 class="text">Alain Barrios</h1>
      </div>
      
    </div>

</div>

<script id="vs" type="f">
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    #define TAU 6.28318530718
    
    uniform float uTime; 
    
    // those are the mandatory attributes that the lib sets
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;

    // those are mandatory uniforms that the lib sets and that contain our model view and projection matrix
    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    uniform mat4 texture0Matrix;

    // if you want to pass your vertex and texture coords to the fragment shader
    varying vec3 vVertexPosition;
    varying vec2 vTextureCoord0;
    varying float vTime;

    void main() {
        vec3 vertexPosition = aVertexPosition;
      
        vTime = uTime;
        vTextureCoord0 = aTextureCoord;
        vVertexPosition = vertexPosition;
            
        gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);
    }
</script>
<script id="fs" type="f">
    #ifdef GL_ES
    precision mediump float;
    #endif

    #define TAU 6.28318530718
    #define PI 3.14159265359
    #define S(a,b,n) smoothstep(a,b,n)
    #define NUM_OCTAVES 5

    varying float vTime;
    uniform float uProgress;
    uniform vec2 uReso;
    uniform vec2 uMouse;
    
    varying vec3 vVertexPosition;
    varying vec2 vTextureCoord0;

    uniform sampler2D planeTexture;
     
    void main(){
      float radius = 0.4; 
     
      vec2 uv0 = vTextureCoord0;
        
      vec2 st = (gl_FragCoord.xy - 0.5 * uReso) / min(uReso.x, uReso.y);
      vec2 mouse = (uMouse - 0.5 * uReso) / min(uReso.x, uReso.y);
    
      float dist = length(st - mouse);
      float mag = pow(clamp(radius - dist / radius, 0.0, 1.0), 0.7);
      vec2 len = (mouse - st) * mag;
     
      float x = uv0.y * TAU * 15.0 + vTime * 5.0; 
      float y = uv0.x * TAU * 15.0 + vTime * 5.0;
     
      float distx = cos(x+y) / 1000.0 * cos(y);
      float disty = sin(x-y) / 1000.0 * cos(y); 
     
      vec2 distortion = vec2(distx, disty) + len;
      
      vec4 color0 = texture2D(planeTexture, uv0 + distortion); 

      gl_FragColor = color0;
    }
</script>
              
            
!

CSS

              
                /*@font-face {
  font-family: "futura";
  src: url(https://cdn.statically.io/gh/AlainBarrios/Fonts/12a918f9/futura%20medium%20bt.ttf?raw=true);
}*/

:root {
  /*--futura: "futura"*/;

  --color1: rgba(255, 255, 255, 1);
  --color2: rgba(0, 0, 0, 1);
  
  --fontSize1: 3rem;
}

*,
*::before,
*::after {
  box-sizing: border-box;
  text-rendering: optimizeLegibility;
  -webkit-font-smoothing: antialiased;
  -moz-osx-font-smoothing: grayscale;
  font-kerning: auto;
  -webkit-text-size-adjust: 100%;
}

body {
  margin: 0;
}

ul {
  list-style: none;
  margin: 0;
  padding: 0;
}

a {
  text-decoration: none;
  color: var(--color2);
}

canvas {
  display: block;
  max-width: 100%;
}

.container-fluid {
  max-width: 1200px;
  margin-left: auto;
  margin-right: auto;
}

#page-wrap {
  position: relative;
  display: flex;
  flex-direction: column;
  width: 100%;
  height: 100vh;
}

.main-nav {
  position: relative;
  display: flex;
  align-items: center;
  padding: 15px;
}

.logo {
  font-size: 2rem;
  background-color: var(--color2);
  color: var(--color1);
  padding-left: 10px;
  padding-right: 10px;
  letter-spacing: 5px;
  text-indent: 2.5px;
  padding-top: 15px;
  padding-bottom: 15px;
}

.main-menu {
  padding-left: 30px;
  display: flex;
  justify-content: flex-end;
  font-weight: bold;
}

.main-menu li {
  margin-left: 30px;
  margin-right: 30px;
}

#canvas {
  /* make the canvas wrapper fits the document */
  position: absolute;
  top: 0;
  right: 0;
  bottom: 0;
  left: 0;
}

.plane {
  /* define the size of your plane*/
  width: 100%;
  height: 100vh;
  z-index: 10;
  cursor: crosshair;
}

.plane img {
  /* hide the img element */
  display: none;
}

.title-hero {
  width: 100%;
  height: 100%;
  display: flex;
  align-items: center;
  justify-content: center;
  font-weight: bold;
  font-size: calc(9/16 * 10vw);
}

.title-hero .text {
  margin: 0;
  opacity: 0;
}

              
            
!

JS

              
                class WEBGL {
  constructor(set) {
    this.curtains = new Curtains({ container: "canvas" });
    this.planeElement = set.planeElement;
    this.mouse = {
      x: 0,
      y: 0
    };
    this.font = 'a'
    this.params = {
      vertexShader: document.getElementById("vs").textContent, // our vertex shader ID
      fragmentShader: document.getElementById("fs").textContent, // our framgent shader ID
      uniforms: {
        time: {
          name: "uTime", // uniform name that will be passed to our shaders
          type: "1f", // this means our uniform is a float
          value: 0
        },
        mousepos: {
          name: "uMouse",
          type: "2f",
          value: [0, 0]
        },
        resolution: {
          name: "uReso",
          type: "2f",
          value: [0, 0]
        },
        progress: {
          name: "uProgress",
          type: "1f",
          value: 0
        }
      }
    };
  }

  loadFont(name, urlFont) {
    const font = new FontFace(`${name}`, `url(${urlFont})`);

    return new Promise(resolve => {
      font.load().then(font_face => {
        document.fonts.add(font_face);
        document.body.style.fontFamily = font.family;
        resolve(font_face);
      });
    });
  }

  async createCanvas(plane, canvas) {
    this.font = this.font && await this.loadFont(
      "futura",
      "https://cdn.statically.io/gh/AlainBarrios/Fonts/12a918f9/futura%20medium%20bt.ttf?raw=true"
    );
    
    const boundingPlane = plane.getBoundingRect();

    const planeElement = plane.htmlElement;
    // get styles of the h1 title
    const textStyles = window.getComputedStyle(planeElement.children[0]);

    const relWidth = boundingPlane.width / this.curtains.pixelRatio;
    const relHeight = boundingPlane.height / this.curtains.pixelRatio;

    const ctx2d = canvas.getContext("2d");

    canvas.width = ctx2d.width = relWidth;
    canvas.height = ctx2d.height = relHeight;

    // set styles at text
    ctx2d.fillStyle = textStyles.color;
    ctx2d.font = `${textStyles.fontWeight} ${textStyles.fontSize} ${
      this.font.family
    }`;

    // text baseline and text align
    ctx2d.textBaseline = "middle";
    ctx2d.textAlign = "center";

    // draw the text in the midlle or our plane
    ctx2d.fillText(planeElement.textContent, relWidth / 2, relHeight / 2);

    // update our canvas texture once on next draw call
    if (plane.textures.length > 0) {
      plane.textures[0].needUpdate();
    }
  }

  initPlane() {
    // create our plane mesh
    this.plane = this.curtains.addPlane(this.planeElement, this.params);

    // use the onRender method of our plane fired at each requestAnimationFrame call

    if (this.plane) {
      const text = this.plane.htmlElement.textContent;

      const canvas = document.createElement("canvas");
      this.createCanvas(this.plane, canvas);
      canvas.setAttribute("data-sampler", "planeTexture");
      this.plane.loadCanvas(canvas);

      this.plane.setScale(1, 1);

      this.plane.onReady(() => {
        this.plane.uniforms.resolution.value = [
          this.plane.getBoundingRect().width,
          this.plane.getBoundingRect().height
        ];

        this.plane.textures[0].shouldUpdate = false;

        this.update();
        this.initEvents(canvas);
      });
    }
  }

  update() {
    this.plane.onRender(() => {
      this.plane.updatePosition();

      this.plane.uniforms.time.value += 0.01; // update our time uniform value
    });
  }

  initEvents(canvas) {
    window.addEventListener("mousemove", e => {
      const x = e.clientX;
      const y = innerHeight - e.clientY;

      TweenMax.to(this.plane.uniforms.mousepos.value, 0.7, {
        0: x,
        1: y
      });
    });

    window.addEventListener("resize", () => {
      this.plane.uniforms.resolution.value = [
        this.plane.getBoundingRect().width,
        this.plane.getBoundingRect().height
      ];

      this.createCanvas(this.plane, this.plane.textures[0].source);
    });
  }
}

const webgl = new WEBGL({
  planeElement: document.querySelector(".title-hero")
});

webgl.initPlane();

              
            
!
999px

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