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HTML

              
                
<script id="butterfly-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  
  precision highp float;
  attribute float count;
  uniform float u_total;
  uniform float u_time;
  uniform float u_pointSize;
  uniform float u_noiseDiff;
  uniform float u_radius;
  void main(){
    vec3 pos = position;
    pos.x = snoise(vec3(sin(count/u_total * u_noiseDiff * 200.   * PI + u_time ))) ;
    pos.y = snoise(vec3(sin(count/u_total * u_noiseDiff * 200. * PI + PI / 3. * 2. + u_time) ) );
    pos.z = snoise(vec3(sin(count/u_total * u_noiseDiff * 200.   * PI + PI / 3. + u_time )  ) );
    float distance = snoise(vec3(length(pos)));
    vec3 r = curlNoise(vec3((distance ) * smoothstep(-0.9,0.9,sin(u_time *10.)) *2. -1. )) ;
    pos *= r *u_radius + 5.;
    gl_PointSize = u_pointSize;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.);
  }
</script>
<script id="deer-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  
  precision highp float;
  attribute float count;
  uniform float u_total;
  uniform float u_time;
  uniform float u_pointSize;
  uniform float u_noiseDiff;
  uniform float u_radius;
  void main(){
    vec3 pos = position;
    float noiseChange =  u_time * smoothstep(0.,1.,sin(u_time * 20.)) * u_noiseDiff;
    pos.x = snoise(vec3(sin(count/u_total    * PI + noiseChange ))) ;
    pos.y = snoise(vec3(sin(count/u_total   * PI + PI / 3. * 2. + noiseChange ) ) );
    pos.z = snoise(vec3(sin(count/u_total    * PI + PI / 3. + noiseChange )  ) );
    float distance = length(pos);
    vec3 r = curlNoise(vec3((distance ) + smoothstep(-0.9,0.9,sin(u_time *10.)) *2. -1. )) ;
    pos *= r* u_radius + 5.;
    gl_PointSize = u_pointSize;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.);
  }
</script>


<script id="search-vertex" type="x-shader/x-fragment">
      #define PI 3.14159265358979323846
  
  precision highp float;
  attribute float count;
  uniform float u_total;
  uniform float u_time;
  uniform float u_pointSize;
  uniform float u_noiseDiff;
  uniform float u_radius;
  void main(){
    vec3 pos = position;
    pos.x = snoise(vec3(sin(count/u_total * PI + u_time))) ;
    pos.y = snoise(vec3(sin(count/u_total * PI + PI / 3. * 2. + u_time) ) );
    pos.z = snoise(vec3(sin(count/u_total * PI + PI / 3. + u_time)  ) );
    float distance = length(pos);
    vec3 r = curlNoise(vec3((distance ) * u_time *20. *1. )) ;
    pos *= r * u_radius + 1.;
    gl_PointSize = u_pointSize;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.);
  }
</script>

<script id="home-vertex" type="x-shader/x-fragment">
  
  precision highp float;
  attribute float count;
  uniform float u_total;
  uniform float u_time;
  uniform float u_pointSize;
  uniform float u_noiseDiff;
  uniform float u_radius;
  void main(){
    vec3 pos = position;
    pos.x = snoise(vec3(count ) * u_time);
    pos.y = snoise(vec3(count ) * u_time);
    pos.z = snoise(vec3(count )*u_time);
    float distance = length(pos);
    vec3 r = curlNoise(vec3((distance + 0.) * 1.  + u_time * 10.)) * u_radius + 1.;
    pos *= r;
    gl_PointSize = u_pointSize;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.);
  }
</script>
<script id="time-vertex" type="x-shader/x-fragment">
  
      #define PI 3.14159265358979323846
  precision highp float;
  attribute float count;
  uniform float u_total;
  uniform float u_time;
  uniform float u_pointSize;
  uniform float u_noiseDiff;
  uniform float u_radius;
  void main(){
    vec3 pos = position;
    float distance = 0.;
    pos.x = snoise(vec3(count / u_total * u_time ) );
    pos.y = snoise(vec3( count / u_total * u_time+ PI /3. * 2. ));
    pos.z = snoise(vec3( count/u_total * u_time + PI/3.) ) ;
    distance = length(pos);
    vec3 r = curlNoise(vec3( sin(distance * PI) * u_time ));
    pos *= r* u_radius + 1.;
    gl_PointSize = u_pointSize;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.);
  }
</script>

<script id="fragment" type="x-shader/x-fragment">
  void main(){
    
    gl_FragColor = vec4(vec3(1.),1.);
  }
</script>


<script id="curlnoise" 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) ) );

}

// via: https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html
vec3 curlNoise( vec3 p ){

  const float e = 0.1;

  float  n1 = snoise(vec3(p.x, p.y + e, p.z));
  float  n2 = snoise(vec3(p.x, p.y - e, p.z));
  float  n3 = snoise(vec3(p.x, p.y, p.z + e));
  float  n4 = snoise(vec3(p.x, p.y, p.z - e));
  float  n5 = snoise(vec3(p.x + e, p.y, p.z));
  float  n6 = snoise(vec3(p.x - e, p.y, p.z));

  float x = n2 - n1 - n4 + n3;
  float y = n4 - n3 - n6 + n5;
  float z = n6 - n5 - n2 + n1;


  const float divisor = 1.0 / ( 2.0 * e );
  return normalize( vec3( x , y , z ) * divisor );
}
</script>
              
            
!

CSS

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

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

JS

              
                
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 = 50;
    
    
    const scene = new THREE.Scene();
    
    const renderer = new THREE.WebGLRenderer({ alpha: true,  antialias: true , preserveDrawingBuffer: true });
				// renderer.autoClearColor = false;
    if(this.hasControls){
    }
    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 point  = new THREE.BufferGeometry();
const vertices =  new Float32Array([0,0,0]);
point.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );

// const pointMat = new THREE.PointsMaterial( { color: 0x888888 } );
// const pointMesh = new THREE.Points(point,pointMat);


const makeInstanced = (originalBufferGeometry, count, maxCount)=>{
  
  maxCount = maxCount ? maxCount : count;
  console.log(maxCount)
  
  const geometry  = new THREE.InstancedBufferGeometry();
  geometry.addAttribute("position", originalBufferGeometry.attributes.position.clone());
  if(originalBufferGeometry.attributes.normal)
  geometry.addAttribute('normal',originalBufferGeometry.attributes.normal.clone());
  if(originalBufferGeometry.attributes.uv)
  geometry.addAttribute('uv',originalBufferGeometry.attributes.uv.clone());
  geometry.maxInstancedCount = maxCount;
  const nums = new THREE.InstancedBufferAttribute(new Float32Array(maxCount), 1, 1);
  for(var i = 0; i < nums.count; i++){
    nums.setX(i, i);
  }
  geometry.addAttribute('count', nums);
  geometry.setIndex(originalBufferGeometry.getIndex())
  geometry.setDrawRange(0,count);
  return geometry;
}

const updateInstanceCount = (instancedBuffer, count)=>{
  instancedBuffer.setDrawRange(0,count);
  
}

const App = new ThreeBasic(true);
App.init();

const variables = {
  instances: 10000,
  stopTime: false,
  timeSpeed: 0.0005,
  variant: 'deer'
}
const variants = ['time','home', 'search','deer','butterfly'];

// CODE GOES HERE
let total = 100;


const uniforms = {
  
   u_time: {type:'f', value: 0},
  u_total: {type: 'f', value: variables.instances},
  u_noiseDiff: { type: 'f', value: 0.01},
  u_radius: {type: 'f', value: 25 },
  u_pointSize: {type: 'f', value: 1.}
}
let segments = 16;
let squareGeo =  makeInstanced(point, 10000,25000);
const curlNoise = document.getElementById('curlnoise').textContent;
const getVertexShader = (variant) => {
  
const variantFragment = document.getElementById(`${variables.variant}-vertex`).textContent;
const vertexShader = curlNoise + variantFragment;
 return vertexShader;
}

const squareMat = new THREE.ShaderMaterial({
  uniforms,
  vertexShader: getVertexShader(variables.variant),
  fragmentShader: document.getElementById('fragment').textContent
});
const squareMesh = new THREE.Points(squareGeo, squareMat );

// Adding materials 
  App.add(squareMesh);

//
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 test = {
  test: 'sans-serif'
}
const gui = new dat.GUI();
gui.add(variables, "stopTime");
gui.add(variables, "timeSpeed", 0.00001,0.001);
const instanceController  = gui.add(variables, "instances", 1000,25000);
instanceController.onFinishChange(function(val){
  val = Math.floor(val);
  updateInstanceCount(squareGeo, val);
  console.log(val,uniforms.u_total.value)
  uniforms.u_total.value = val;
});
gui.add(uniforms.u_noiseDiff, 'value', 0.001,0.02).name('noise diff');
gui.add(uniforms.u_radius, 'value', 10,25).name('max radius');
gui.close();
const guiVariants = gui.add(variables, "variant", variants);
guiVariants.onFinishChange(function(val){
  const vertex = getVertexShader(val);
  squareMat.vertexShader = vertex;
  uniforms.u_time.value = 0;
  squareMat.needsUpdate = true;
  
})
 // Gui controls go here

const update = ()=>{
  if(!variables.stopTime)
  uniforms.u_time.value += variables.timeSpeed;
  // squareMesh.rotation.y+=0.025;
}
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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