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HTML

              
                
<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>
              
            
!

CSS

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

.stats {
  position: absolute;
  top: 5px;
  left: 5px;
}
              
            
!

JS

              
                // 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

Console