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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              
<script id="small-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  uniform float u_time;
  uniform float u_innerSize;
  uniform float u_outerSize;
  uniform float u_middleSize;
  void main(){
    gl_PointSize = 1.;
    float l = length(position); 
    float theta = atan(position.y,position.x);
    float signo = sign(l - u_middleSize);
    float maxChange = snoise(vec3(sin(theta + u_time),1.,1.)) + 1.2;
    float wave = sin(theta * 64. + u_time) * 0.5 + 0.5;
    float activation = snoise( vec3( sin(theta),u_time,0.));
    float newLength =  l + wave * activation;
   vec3 pos = vec3(cos(theta) * newLength, sin(theta) * newLength, 0.);
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  }
</script>

<script id="small-fragment" type="x-shader/x-fragment">
  void main(){
    gl_FragColor = vec4(1.);
  }
</script>
<script id="vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  uniform float u_time;
  uniform float u_innerSize;
  uniform float u_outerSize;
  uniform float u_middleSize;
  void main(){
    gl_PointSize = 1.;
    float l = length(position); 
    float theta = atan(position.y,position.x);
    float signo = sign(l - u_middleSize);
    float maxChange = snoise(vec3(sin(theta + u_time),1.,1.)) + 1.2;
    float positiveWave = (sin(u_time + theta * 16.) *0.5 + 0.5 );
    float negativeWave = (sin(u_time + theta * 16. + PI) *0.5 + 0.5 );
    float newLength =  l + max(positiveWave + signo,0.) * 0.5 * maxChange + -min(-negativeWave + signo,0.) * 0.5  * maxChange;
   vec3 pos = vec3(cos(theta) * newLength, sin(theta) * newLength, 0.);
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  }
</script>

<script id="fragment" type="x-shader/x-fragment">
  void main(){
    gl_FragColor = vec4(1.);
  }
</script>

<script id="line-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  uniform float u_time;
  uniform float u_innerSize;
  uniform float u_outerSize;
  uniform float u_middleSize;
  void main(){
    gl_PointSize = 2.;
    float l = length(position); 
    float theta = atan(position.y,position.x);
    float signo = sign(l - u_middleSize);
    float maxChange = 2.;
     float activation = smoothstep(0.0,1.,sin(theta + 
      snoise(
        vec3( 
            sin(theta * 8.)*1., sin(u_time * PI) , sin(mod(theta, PI/2.)* 2. )/10.
        )
       ) + u_time ) * 0.5 + 0.5);
    
    float newLength = l + (sin(u_time + theta 
      * snoise(
      vec3(sin(theta/2.),0.,0. )) *16. 
                              ) * 0.5 + 0.5) * signo * maxChange * activation;
    vec3 pos = vec3(cos(theta) * newLength,sin(theta) * newLength,0.);
    
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  }
</script>

<script id="line-fragment" type="x-shader/x-fragment">
  void main(){
    gl_FragColor = vec4(1.);
  }
</script>


<script id="ring-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  uniform float u_time;
  uniform float u_innerSize;
  uniform float u_outerSize;
  uniform float u_middleSize;
  void main(){
    gl_PointSize = 2.;
    float l = length(position); 
    float theta = atan(position.y,position.x);
    float signo = sign(l - u_middleSize);
    float maxChange = 2.;
     float activation = smoothstep(0.0,1.,sin(theta + 
      snoise(
        vec3( 
            sin(theta * 8.)*1., sin(u_time * PI) , sin(mod(theta, PI/2.)* 2. )/10.
        )
       ) + u_time ) * 0.5 + 0.5);
    
    float newLength = l + (sin(u_time + theta 
      * snoise(
      vec3(sin(theta/2.),0.,0. )) *16. 
                              ) * 0.5 + 0.5) * signo * maxChange * activation;
    vec3 pos = vec3(cos(theta) * newLength,sin(theta) * newLength,0.);
    
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  }
</script>

<script id="ring-fragment" type="x-shader/x-fragment">
  void main(){
    gl_FragColor = vec4(1.);
  }
</script>


<script id="noise" type="x-shader/x-fragment">
  
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : ijm
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
  return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r){
  return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v) {

  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

  // First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

  // Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

  // Permutations
  i = mod289(i);
  vec4 p = permute( permute( permute(
      i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
    + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
    + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

  // Gradients: 7x7 points over a square, mapped onto an octahedron.
  // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

  //Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

  // Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );

}
  
</script>
            
          
!
            
              body {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;
  overflow: hidden;
  background-color: #05050a;
}

.stats {
  position: absolute;
  top: 5px;
  left: 5px;
}
            
          
!
            
              // Original here https://twitter.com/etiennejcb/status/1092882184321548289
// Original Code: https://gist.github.com/Bleuje/094d45a8cb11d16ce002d014ba761559
class ThreeBasic {
  constructor(withControls = false){
    this.hasControls = withControls;
    this.useControls = false;
    this.renderer = null;
    this.camera = null;
    this.scene = null;
    this.controls = null;
  }
  init(){
    const VIEW_ANGLE = 45,
    ASPECT = window.innerWidth / window.innerHeight,
    NEAR = 0.1,
    FAR = 10000;
    const camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
    camera.position.z = 30;
    if(this.hasControls){
      this.controls = new THREE.OrbitControls(camera);
    }
    
    
    const scene = new THREE.Scene();
    
    const renderer = new THREE.WebGLRenderer({ alpha: true,  antialias: true});
    document.body.appendChild(renderer.domElement);
    
    
    this.camera = camera;
    this.scene = scene;
    this.renderer = renderer;
    this.onResize();
  }
  add(mesh){
    this.scene.add(mesh);
  }
onResize(){
  
  this.renderer.setSize(window.innerWidth, window.innerHeight);
  // uniforms.u_res.value.x = renderer.domElement.width;
  // uniforms.u_res.value.y = renderer.domElement.height;
  this.camera.aspect = window.innerWidth / window.innerHeight;
}
  render(){
	  this.renderer.render( this.scene, this.camera );
  }
}
const App = new ThreeBasic(true);
App.init();


const config = {
  innerSize: 10,
  ringSize: 0.5,
  outerSize: 10.5,
  segments: 164
}
const getShaders = (name, options) =>{
  const shaders = {
    fragmentShader: (document.getElementById(name+'-fragment') || document.getElementById('fragment')).textContent,
    vertexShader: (document.getElementById(name+'-vertex') || document.getElementById('vertex')).textContent
  }
  if(options){
    
  if(options.noise === true){
    const noise = document.getElementById('noise');
    if(noise){
      shaders.fragmentShader = noise.textContent + shaders.fragmentShader;
      shaders.vertexShader = noise.textContent + shaders.vertexShader;
    } else {
      console.error('NOISE NOT FOUND');
    }
  }
  }
  
  
  return shaders;
}
// CODE GOES HERE
const uniforms = {
  u_time: {type:'f', value: 0},
  u_innerSize: {type: 'f', value: config.baseSize},
  u_outerSize: {type: 'f', value: config.outer},
  u_segments: { type: 'f', value: config.segments},
  u_middleSize: {type: 'f', value: config.innerSize + config.ringSize / 2.}
}
let squareGeo = new THREE.RingBufferGeometry(config.innerSize,config.outerSize,config.segments);
const squareMat = new THREE.ShaderMaterial({
   uniforms,
  ...getShaders('s', { noise: true})
});
const squareMesh = new THREE.Points(squareGeo, squareMat);
const createGeo = (innerSize,outerSize,segments)=>{
  
				var geometry = new THREE.BufferGeometry();
				var vertices = [];
				var vertex = new THREE.Vector3();
        const slice = (Math.PI * 2) / segments;
        for(var i = 0; i < segments; i++){
          vertex.x = Math.cos(slice * i);
          vertex.y = Math.sin(slice * i);
          vertex.z = 0;
          vertices.push(vertex.x * innerSize,vertex.y * innerSize,vertex.z);
          vertices.push(vertex.x * outerSize,vertex.y * outerSize,vertex.z);
        }
  geometry.addAttribute('position',  new THREE.Float32BufferAttribute(vertices,3));
  return geometry;
}
let lineRingGeometry =createGeo(config.innerSize,config.outerSize,config.segments);
let lineRingMaterial = new THREE.ShaderMaterial({
   uniforms,
  ...getShaders('line', { noise: true})
});
const lineRingMesh = new THREE.LineSegments(lineRingGeometry, lineRingMaterial);

const ringSize = 0.1;
let ringGeometry = new THREE.RingBufferGeometry(config.outerSize-ringSize/2.,config.outerSize+ringSize/2,config.segments);
const ringMaterial = new THREE.ShaderMaterial({
   uniforms,
  ...getShaders('ring', { noise: true})
});
const ringMesh = new THREE.Mesh(ringGeometry, ringMaterial);

const smallRingSize = 0.05;
let smallRingGeometry = new THREE.RingBufferGeometry(
  config.innerSize+config.ringSize/2. - smallRingSize/2.,
  config.innerSize+config.ringSize/2 + smallRingSize/2.,config.segments);
const smallRingMaterial = new THREE.ShaderMaterial({
   uniforms,
  ...getShaders('small', { noise: true})
});
const smallRingMesh = new THREE.Mesh(smallRingGeometry, smallRingMaterial);
// Adding materials 
  App.add(squareMesh);
App.add(lineRingMesh);
App.add(ringMesh);
App.add(smallRingMesh);

//
let stats = new Stats();
stats.showPanel(0);
stats.domElement.className = "stats"
document.body.appendChild( stats.domElement );
/*
pow(
  (1 + noise.eval(
   4 * SEED + scl * pos.x/2,
   scl * pos.y / 2 + mr * cos(TWO_PI*t),
   scl * pos.z / 2 + mr * sin(TWO_PI*t))
  )/2,
  4.0);
*/
const gui = new dat.GUI()
 // Gui controls go here

const update = ()=>{
  uniforms.u_time.value += 0.005;
}
function draw(){
  stats.begin();
  App.render();
  stats.end();
  update();
  
  requestAnimationFrame(draw)
}
function init(){
  requestAnimationFrame(draw)
}


window.addEventListener('resize', ()=>{
  App.onResize();
  
  
});
window.addEventListener('mousemove',(e)=>{
  // uniforms.u_mouse.value.x = e.clientX/window.innerWidth;
  // uniforms.u_mouse.value.y = e.clientY/window.innerHeight;
})

init();
            
          
!
999px
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