<canvas id="canvas"></canvas>
<div id="titles"></div>
<script type="x-shader/x-vertex">#version 300 es
  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  in vec2 position;

  void main(void) {
    gl_Position = vec4(position, 0, 1);
  }
</script>
<script type="x-shader/x-fragment">#version 300 es
  /*********
  * made by Matthias Hurrle (@atzedent)
  */

  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;

  uniform vec2 resolution;
  uniform float time;
  uniform float fade;

  #define T time
  #define S smoothstep

  #define TAU 6.2831853

  float rnd(vec2 p) {
    return fract(sin(dot(p, p.yx + vec2(1234, 2345))) * 345678.);
  }

  vec3 grid(vec2 uv) {
    vec3 col = vec3(0);

    float n = 1.2;
    vec2 g = abs(mod(uv, n) - .5 * n);

    col = mix(vec3(1), vec3(0), S(.08, .0, min(g.x, g.y)));
    col = min(col, mix(vec3(1), vec3(0), .125));

    return col;
  }

  void main(void) {
    vec2 uv = (
      gl_FragCoord.xy - .5 * resolution
    ) / min(resolution.x, resolution.y);
    uv *= 48.7;
    vec3 col = grid(uv);

    float
    d = length(vec2(log(length(uv)) - T * .5, atan(abs(uv.y), abs(uv.y)) / TAU));
    d = sin(d * dot(col, col)) - .05;
    d = abs(d);
    d = pow(.3 / d, .75);

    d = max(.0, d * mix(.75, 1., rnd(uv)));

    col *= mix(d, 1., 1. - min(1., S(.7, .8, T * .4)));

    col = mix(col, vec3(.01, .05, .052), .75);
    col = mix(col, vec3(1), S(.9, 1., fade * fade));
    col = mix(col, vec3(0), 1. - min(1., S(.5, .8, T * .4)));

    fragColor = vec4(col, 1);
  }
</script>
<script type="x-shader/x-fragment">#version 300 es
  /*********
  * made by Matthias Hurrle (@atzedent)
  */

  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;

  uniform vec2 resolution;
  uniform float time;
  uniform float fade;

  #define T time
  #define S smoothstep

  float rnd(vec2 p) {
    return fract(sin(dot(p, p.yx + vec2(1234, 2345))) * 345678.);
  }

  vec3 hue(float a) {
    return vec3(0) + step(a, .5);
  }

  vec3 grid(vec2 uv) {
    vec3 col = vec3(0);

    uv *= 98.7;

    float n = 1.2;
    vec2 g = abs(mod(uv, n) - .5 * n),
    id = floor(uv / n + .5);

    col = mix(vec3(1), vec3(0), S(.08, .0, min(g.x, g.y)));
    col = min(
      col,
      mix(
        vec3(1),
        hue(
          rnd(
            vec2(
              log(length(id * 100.)) - floor(10. * fract(T * 2.5)),
              atan(id.y, id.x)
            )
          )
        ),
        .65
      )
    );

    return col * mix(.5, 1., rnd(id));
  }

  void main(void) {
    vec2 uv = (
      gl_FragCoord.xy - .5 * resolution
    ) / min(resolution.x, resolution.y);
    vec3 col = grid(uv);

    col = mix(col, vec3(.01, .05, .052) * 4., .125);
    col = mix(col, vec3(1), S(.9, 1., fade * fade));
    col = mix(col, vec3(1), 1. - min(1., S(.0, 1., T * .8)));

    fragColor = vec4(col, 1);
  }
</script>
<script type="x-shader/x-fragment">#version 300 es
  /*********
  * made by Matthias Hurrle (@atzedent)
  */

  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;

  uniform vec2 resolution;
  uniform float time;
  uniform float fade;

  #define T time
  #define S smoothstep

  float rnd(vec2 p) {
    return fract(sin(dot(p, p.yx + vec2(1234, 2345))) * 345678.);
  }

  vec3 grid(vec2 uv) {
    vec2 p = uv;
    vec3 col = vec3(0);

    uv *= 28.7;

    float n = 1.2,
    distort = mix(.5, 1., rnd(p));
    vec2 g = abs(mod(uv, n) - .5 * n),
    id = floor(uv / n + .5);

    col = mix(vec3(1), vec3(0), S(.08 * distort, .0, min(g.x, g.y)));

    return col;
  }

  void main(void) {
    vec2 uv = (
      gl_FragCoord.xy - .5 * resolution
    ) / min(resolution.x, resolution.y);
    vec3 col = grid(uv);

    col = mix(col, vec3(0), S(.9, 1., fade * fade));
    col = mix(col, vec3(1), 1. - min(1., S(.0, .5, T * .4)));

    fragColor = vec4(col, 1);
  }
</script>
@import url("https://fonts.googleapis.com/css2?family=Orbitron:wght@900&display=swap");

body {
  margin: 0;
  display: grid;
  align-items: center;
  justify-content: center;
  overflow: hidden;
}

canvas {
  width: 100%;
  height: auto;
  object-fit: contain;
}

body > * {
  grid-column: 1/-1;
  grid-row: 1/-1;
}

div {
  display: grid;
  place-content: center;
  height: 100dvh;
  overflow: hidden;
}

div > * {
  grid-row: 1/-1;
  grid-column: 1/-1;
  display: block;
  text-align: center;
  font: 900 10vmin/1.2 "Orbitron", system-ui;
  color: white;
  letter-spacing: 5;
  text-transform: uppercase;
  translate: 0;
  scale: 1;
  opacity: 0;
  animation: grow 4s cubic-bezier(1, 0, .8, 1);
  animation-delay: 500ms;
}

span.zoom {
  font-size: 100vmin;
}

span.slide {
  position: relative;
  isolation: isolate;
  animation: glow 3.5s linear;
  animation-delay: 250ms;
}

span.slide::after {
  content: attr(data-text);
  position: absolute;
  inset: 0;
  -webkit-text-stroke: 0.2em #000;
  z-index: -1;
}

span.paper {
  --color: #000;
  --tr-start: 0 800px;
  color: var(--color);
  translate: 0;
  scale: 2;
  opacity: 0;
  filter: drop-shadow(2px 2px 2px var(--color)) invert(0.2);
  animation: appear 1.5s cubic-bezier(0.9, 0, 0.77, 1.18);
  animation-delay: 300ms;
}

span.paper:nth-of-type(even) {
  --tr-start: -1400px 0;
  --color: #f33;
}

@keyframes appear {
  0% {
    translate: var(--tr-start);
    opacity: 0;
  }

  5% {
    opacity: 0;
  }

  15% {
    opacity: 1;
  }

  20% {
    translate: 0;
    opacity: 1;
  }

  50% {
    opacity: 1;
  }

  80% {
    translate: 0;
    opacity: 0.1;
  }

  85% {
    translate: 400px 0;
  }

  90% {
    opacity: 0;
  }

  95% {
    translate: 400px 0;
    opacity: 0;
  }

  100% {
    translate: 400px 0;
  }
}

@keyframes glow {
  0% {
    scale: 0.125;
    translate: 800px 0;
    opacity: 0;
  }

  5% {
    opacity: 1;
  }

  10% {
    translate: 0;
    opacity: 1;
  }

  95% {
    scale: 4;
    opacity: 0;
  }

  100% {
    scale: 4;
    opacity: 0;
  }
}

@keyframes grow {
  0% {
    scale: .0125;
    opacity: 0;
  }

  36% {
    opacity: 1;
  }

  95% {
    opacity: 0;
  }

  100% {
    scale: 3;
    opacity: 0;
    letter-spacing: 2em;
  }
}
/*********
 * made by Matthias Hurrle (@atzedent)
 */

const dpr = window.devicePixelRatio

function compile(shader, source) {
  gl.shaderSource(shader, source)
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    console.error(gl.getShaderInfoLog(shader))
  }
}

let gl, programs = [],
vertices, buffer;

function setup() {
  gl = canvas.getContext("webgl2")
  const vs = gl.createShader(gl.VERTEX_SHADER)
  const vertexSource = document.querySelector('script[type="x-shader/x-vertex"]').innerText
  compile(vs, vertexSource)

  shaders = Array.from(document.querySelectorAll('script[type="x-shader/x-fragment"]')).map(e => e.innerText)
  programs = shaders.map(() => gl.createProgram())

  for (let i = 0; i < shaders.length; i++) {
    let addr = gl.createShader(gl.FRAGMENT_SHADER)
    let program = programs[i]

    compile(addr, shaders[i])
    gl.attachShader(program, vs)
    gl.attachShader(program, addr)
    gl.linkProgram(program)

    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
      console.error(gl.getProgramInfoLog(program))
    }
  }

  vertices = [
    -1.,-1.,1.,
    -1.,-1.,1.,
    -1., 1.,1.,
    -1., 1.,1.,
  ]

  buffer = gl.createBuffer()

  gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)

  for (let program of programs) {
    const position = gl.getAttribLocation(program, "position")

    gl.enableVertexAttribArray(position)
    gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)

    // uniforms come here...
    program.resolution = gl.getUniformLocation(program, "resolution")
    program.time = gl.getUniformLocation(program, "time")
    program.fade = gl.getUniformLocation(program, "fade")
  }
}

function dispose() {
  if (gl) {
    const ext = gl.getExtension("WEBGL_lose_context")
    if (ext) ext.loseContext()
    gl = null
  }
}

function draw(now, program, duration) {
  gl.clearColor(0, 0, 0, 1)
  gl.clear(gl.COLOR_BUFFER_BIT)
  gl.useProgram(program)
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
  // uniforms come here...
  gl.uniform2f(program.resolution, canvas.width, canvas.height)
  gl.uniform1f(program.time, now * 1e-3)
  gl.uniform1f(program.fade, fade)

  gl.drawArrays(gl.TRIANGLES, 0, vertices.length * .5)
}

const styleList = ["zoom", "slide", "paper"]
const wordlist = [
  ["Welcome", "To", "BenMcCall", "Profile", "", "A", "Freelancer", "With", ""],
  ["deepen", "knowledge", "And Sharpen", "skills", "In", ""],
  ["Figma", "Design", "Code", "And Programming", "✌"]
]

let handle, offset = 0,
iter = 0,
duration = 2500,
words = wordlist[iter % wordlist.length],
wordIndex = 0,
then = 0,
done = false,
fade = 0

function loop(now) {
  now = now - offset
  fade = speak(now)
  draw(now, programs[iter % programs.length], fade)

  if (fade >= 1) {
    offset += now
    fade = 0,
    then = 0,
    done = false,
    wordIndex = 0,
    words = wordlist[++iter % wordlist.length]
  }

  handle = requestAnimationFrame(loop)
}

function init() {
  dispose()
  setup()
  resize()
  loop(0)
}

function resize() {
  const {
    innerWidth: width,
    innerHeight: height
  } = window

  canvas.width = width * dpr
  canvas.height = height * dpr

  gl.viewport(0, 0, width * dpr, height * dpr)
}

function speak(now) {
  let timeout = duration,
  factor = 250,
  prog = iter % programs.length
  if (prog === 2) {
    timeout = 1000
    factor = 500
  }
  if (!done && (now - then) >= timeout) {
    done = now / (timeout * words.length) >= 1
    then = now
    if (wordIndex === 0) {
      titles.innerHTML = ""
    }
    const word = words[wordIndex++ % words.length]
    const span = document.createElement("span")
    span.classList.add(styleList[iter % styleList.length])
    span.dataset.text = word
    span.innerText = word
    titles.appendChild(span)
  }

  fade = now / ((timeout + factor) * words.length)

  return fade
}

window.onload = init
window.onresize = resize

External CSS

This Pen doesn't use any external CSS resources.

External JavaScript

This Pen doesn't use any external JavaScript resources.