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HTML

              
                <script type='x-shader/x-vertex' id='vertexShader'>
//	Simplex 4D Noise 
//	by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}

vec4 grad4(float j, vec4 ip){
  const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
  vec4 p,s;

  p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
  s = vec4(lessThan(p, vec4(0.0)));
  p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 

  return p;
}

float snoise(vec4 v){
  const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                        0.309016994374947451); // (sqrt(5) - 1)/4   F4
// First corner
  vec4 i  = floor(v + dot(v, C.yyyy) );
  vec4 x0 = v -   i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;

  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;

//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;

  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;

  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

  //  x0 = x0 - 0.0 + 0.0 * C 
  vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
  vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
  vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
  vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;

// Permutations
  i = mod(i, 289.0); 
  float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
  vec4 j1 = permute( permute( permute( permute (
             i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
           + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
           + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
           + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.

  vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

  vec4 p0 = grad4(j0,   ip);
  vec4 p1 = grad4(j1.x, ip);
  vec4 p2 = grad4(j1.y, ip);
  vec4 p3 = grad4(j1.z, ip);
  vec4 p4 = grad4(j1.w, ip);

// 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;
  p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners
  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
  m0 = m0 * m0;
  m1 = m1 * m1;
  return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

}
	
float map(float value, float min1, float max1, float min2, float max2) {
  return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
	
varying float vNoise;
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec2 vUv;
varying vec3 vertex;
	
void main() {
	vUv = uv;
	vertex = position;
	// vNoise = snoise(vec4(position*0.5, 0.));
	// vNoise = map(vNoise,-1.,1.,0.,1.);
	vec4 modelViewPosition = modelViewMatrix * vec4( position, 1.0 );
	vViewPosition = -modelViewPosition.xyz;
	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
	vNormal = normalMatrix * normal;
}
</script>

<script type='x-shader/x-fragment' id='fragmentShader'>	
  // Pick a coordinate to visualize in a grid
  vec2 coord = vertex.xy;

  // Compute anti-aliased world-space grid lines
  vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
  float line = min(grid.x, grid.y);
	
	vec4 diffuseColor = vec4(vec3(1.), 1. + uThreshold - min(line, 1.0));
</script>

<script type='x-shader/x-vertex' id='fragmentShaderBeforeMain'>
	#extension GL_OES_standard_derivatives : enable
	uniform vec3 uColor;
	varying vec3 vertex;
	uniform float uThreshold;
</script>
              
            
!

CSS

              
                canvas {
	display:block
}
              
            
!

JS

              
                //main app
class App {
	constructor() {
		this.time = 0;
		this.clock = new THREE.Clock();
		this.init();
		window.addEventListener("resize", this.onWindowResize.bind(this), false);
	}

	init() {
		// renderer
		this.renderer = new THREE.WebGLRenderer({ antialias: true });
		this.renderer.setSize(window.innerWidth, window.innerHeight);
		this.renderer.setPixelRatio = window.devicePixelRatio;
		document.body.appendChild(this.renderer.domElement);

		// scene
		this.scene = new THREE.Scene();

		// camera
		this.camera = new THREE.PerspectiveCamera(
			40,
			window.innerWidth / window.innerHeight,
			1,
			10000
		);
		this.camera.position.set(30, 0, 30);

		// controls
		this.controls = new THREE.OrbitControls(
			this.camera,
			document.querySelector("canvas")
		);
		this.controls.enabled = true;
		this.controls.enablePan = false;

		// ambient light
		this.scene.add(new THREE.AmbientLight(0x222222));

		// directional light
		let lightTop = new THREE.DirectionalLight(0xffffff, 0.7);
		lightTop.position.set(0, 500, 200);
		lightTop.castShadow = true;
		this.scene.add(lightTop);

		let lightBottom = new THREE.DirectionalLight(0xffffff, 0.25);
		lightBottom.position.set(0, -500, 400);
		lightBottom.castShadow = true;
		this.scene.add(lightBottom);

		let ambientLight = new THREE.AmbientLight(0x798296);
		this.scene.add(ambientLight);

		// axes
		// this.scene.add(new THREE.AxesHelper(20));

		// let geometry = new THREE.BoxGeometry(10, 10, 10);
		// let material = new THREE.ShaderMaterial({
		// 	uniforms: {},
		// 	vertexShader: document.querySelector("#vertexShader").textContent,
		// 	fragmentShader: document.querySelector("#fragmentShader").textContent
		// });
		// let cube = new THREE.Mesh(geometry, material);
		// this.scene.add(cube);

		// loadModel({url:'https://rocheclement.fr/public/models/WaltHead.obj'})
		// .then((model)=>{
		// 	this.model = model.media
		// 	this.scene.add(this.model)
		// })
		
		this.addModel()

		this.load().then(assets => {
			this.addPostProcessing(assets);
			this.isPostProcessingEnabled = true;

			this.addGUI();
		});

		//animation loop
		this.renderer.setAnimationLoop(this.render.bind(this));
	}
	
	addModel() {
		let phongShader = THREE.ShaderLib.phong;

		let fragmentShader = phongShader.fragmentShader;
		fragmentShader =
			document.querySelector("#fragmentShaderBeforeMain").textContent +
			fragmentShader.replace(
				"vec4 diffuseColor = vec4( diffuse, opacity );",
				document.querySelector("#fragmentShader").textContent
			);
		let material = new THREE.ShaderMaterial({
			uniforms: THREE.UniformsUtils.merge([
				phongShader.uniforms,
				{
					uThreshold: {
						value: 0
					},
				}
			]),
			vertexShader: document.querySelector("#vertexShader").textContent,
			fragmentShader: fragmentShader,
			lights: true,
			transparent: true,
			side: THREE.FrontSide,
			precison: 'highp',
			// wireframe: true
			depthWrite: false,
			depthTest: false,
			opacity: 1.
		})
		
		return new Promise((resolve, reject) => {
			loadModel({
				id: "head",
				url: "https://rocheclement.fr/public/models/head.obj"
			}).then(model => {
				this.model = model.media;
				this.model.children[0].material = material;
				this.scene.add(this.model);
				
				this.modelBack=this.model.clone()
				this.model.children[0].material=
				this.model.children[0].material.clone()
				this.model.children[0].material.side = THREE.BackSide;
			//	back.position.x+=10
				this.model.add(this.modelBack);
				
				setTimeout(()=>{
					this.appear()
				},1500)
				
				this.gui
				.add(
				this.model.children[0].material.uniforms.uThreshold,
				"value",
				0,
				1,
				0.01
			)
			.name("threshold")
			.listen();
				resolve();
			});
		});
	}
	
	appear() {
		this.model.children[0].material.uniforms.uThreshold.value = this.modelBack.children[0].material.uniforms.uThreshold.value =  0;
		TweenLite.to([this.model.children[0].material.uniforms.uThreshold, this.modelBack.children[0].material.uniforms.uThreshold], 2, {
			value: 1,
			ease: Power4.easeOut
		});
	}

	disappear() {
		this.model.children[0].material.uniforms.uThreshold.value = this.modelBack.children[0].material.uniforms.uThreshold.value =  1;
		TweenLite.to([this.model.children[0].material.uniforms.uThreshold, this.modelBack.children[0].material.uniforms.uThreshold], 2, {
			value: 0,
			ease: Power4.easeOut
		});
	}

	render() {
		// this.clock.update();
		this.time = this.time + this.clock.getDelta();
		
		if(this.model) this.model.rotation.y += 0.01
		

		Boolean(this.isPostProcessingEnabled)
			? this.composer.render(this.clock.getDelta())
			: this.renderer.render(this.scene, this.camera);
	}

	load() {
		const assets = new Map();
		const loadingManager = new THREE.LoadingManager();

		return new Promise((resolve, reject) => {
			loadingManager.onError = reject;
			loadingManager.onProgress = (item, loaded, total) => {
				if (loaded === total) {
					resolve(assets);
				}
			};

			const searchImage = new Image();
			const areaImage = new Image();

			searchImage.addEventListener("load", function() {
				assets.set("smaa-search", this);
				loadingManager.itemEnd("smaa-search");
			});

			areaImage.addEventListener("load", function() {
				assets.set("smaa-area", this);
				loadingManager.itemEnd("smaa-area");
			});

			// Register the new image assets.
			loadingManager.itemStart("smaa-search");
			loadingManager.itemStart("smaa-area");

			// Load the images asynchronously.
			searchImage.src = PP.SMAAEffect.searchImageDataURL;
			areaImage.src = PP.SMAAEffect.areaImageDataURL;
		});
	}

	addPostProcessing(assets) {
		// this.renderer = renderer;
		this.composer = new PP.EffectComposer(this.renderer);

		this.noiseEffect = new PP.NoiseEffect({ premultiply: true });
		this.vignetteEffect = new PP.VignetteEffect();
		this.bloomEffect = new PP.BloomEffect();

		this.SMAAEffect = new PP.SMAAEffect(
			assets.get("smaa-search"),
			assets.get("smaa-area")
		);
		this.SMAAEffect.setOrthogonalSearchSteps(112);
		this.SMAAEffect.setEdgeDetectionThreshold(0.5);
		this.chromaticAberrationEffect = new PP.ChromaticAberrationEffect();
		this.chromaticAberrationEffect.offset.x = this.chromaticAberrationEffect.offset.y = 0.001

		this.renderPass = new PP.RenderPass(this.scene, this.camera);
		this.effectPass = new PP.EffectPass(this.camera, this.SMAAEffect);

		this.effectPass2 = new PP.EffectPass(
			this.chromaticAberrationEffect,
			this.bloomEffect,
			this.chromaticAberrationEffect
		);

		// this.noiseEffect.blendMode.opacity.value = 0.75;
		this.effectPass2.renderToScreen = true;

		this.composer.addPass(this.renderPass);
		this.composer.addPass(this.effectPass);
		this.composer.addPass(this.effectPass2);
	}

	addGUI() {
		this.gui = new dat.GUI();

		this.params = {
			postprocessing: {
				enabled: true,
				bloom: {
					blendFunction: PP.BlendFunction.SCREEN,
					resolutionScale: 0.5,
					kernelSize: PP.KernelSize.LARGE,
					distinction: 1.0,
					dithering: false
				},
				chroma: {
					offset: {
						x: 0,
						y: 0
					}
				},
				SMAA: {
					searchStep: 112,
					edgeDetectionThreshold: 0.5
				}
			}
		};

		let pp = this.gui.addFolder("post-processing");
		pp.add(this, "isPostProcessingEnabled").name("enabled");

// 		//bloom
// 		let bloom = pp.addFolder("bloom");
// 		bloom.open();

// 		bloom
// 			.add(this.params.postprocessing.bloom, "resolutionScale", 0.01, 1)
// 			.name("resolution")
// 			.onChange(value => {
// 				this.bloomEffect.setResolutionScale(value);
// 			});

// 		bloom
// 			.add(this.params.postprocessing.bloom, "kernelSize", PP.KernelSize)
// 			.name("kernel size")
// 			.onChange(value => {
// 				this.bloomEffect.kernelSize = value;
// 			});

// 		let luminance = bloom.addFolder("Luminance");
// 		luminance.open();
// 		luminance
// 			.add(this.params.postprocessing.bloom, "distinction", 1, 10)
// 			.name("distinction")
// 			.onChange(value => {
// 				this.bloomEffect.distinction = value;
// 			});

// 		// bloom
// 		// 	.add(this.params.postprocessing.bloom, "blendFunction", PP.BlendFunction)
// 		// 	.name("blend mode")
// 		// 	.onChange(value => {
// 		// 		this.bloomEffect.blendMode.blendFunction = parseInt(value);
// 		// 	});

// 		bloom
// 			.add(this.params.postprocessing.bloom, "dithering")
// 			.name("dithering")
// 			.onChange(value => {
// 				this.bloomEffect.dithering = value;
// 			});

// 		let chroma = pp.addFolder("chromatic aberration");
// 		chroma.open();

// 		let offset = chroma.addFolder("offset");
// 		offset
// 			.add(this.params.postprocessing.chroma.offset, "x", -0.01, 0.01)
// 			.step(0.001)
// 			.onChange(value => {
// 				this.chromaticAberrationEffect.offset.x = value;
// 			});

// 		offset
// 			.add(this.params.postprocessing.chroma.offset, "y", -0.01, 0.01)
// 			.step(0.001)
// 			.onChange(value => {
// 				this.chromaticAberrationEffect.offset.y = value;
// 			});

// 		let SMAA = pp.addFolder("SMAA");
// 		SMAA.open();

// 		SMAA.add(this.params.postprocessing.SMAA, "searchStep", 0, 112)
// 			.name("search step")
// 			.onChange(value => {
// 				this.SMAAEffect.setOrthogonalSearchSteps(value);
// 			});

// 		SMAA.add(this.params.postprocessing.SMAA, "edgeDetectionThreshold", 0.05, 0.5)
// 			.name("sensitivity")
// 			.step(0.01)
// 			.onChange(value => {
// 				this.SMAAEffect.setEdgeDetectionThreshold(value);
// 			});
		this.gui.add(this, "appear");
		this.gui.add(this, "disappear");
	}

	onWindowResize() {
		this.camera.aspect = window.innerWidth / window.innerHeight;
		this.camera.updateProjectionMatrix();

		this.renderer.setSize(window.innerWidth, window.innerHeight);
	}
}

const PP = POSTPROCESSING;

const simplex = new SimplexNoise();

Number.prototype.map = function(in_min, in_max, out_min, out_max) {
	return (this - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
};

function loadModel(model) {
	return new Promise((resolve, reject) => {
		const ext = model.url.split(".").pop();

		switch (ext) {
			case "obj": {
				const loader = new THREE.OBJLoader();

				// load a resource
				loader.load(
					// resource URL
					model.url,
					// Function when resource is loaded
					object => {
						resolve({ id: model.id, media: object, type: "obj" });
					},

					() => {},
					() => {
						reject("An error happened with the model import.");
					}
				);
				break;
			}

			case "gltf": {
				const loader = new THREE.GLTFLoader();

				// load a resource
				loader.load(
					// resource URL
					model.url,
					// Function when resource is loaded
					object => {
						resolve({ id: model.id, media: object, type: "gltf" });
					},

					() => {},
					() => {
						reject("An error happened with the model import.");
					}
				);
				break;
			}

			default: {
				const loader = new THREE.OBJLoader();

				// load a resource
				loader.load(
					// resource URL
					model.url,
					// Function when resource is loaded
					object => {
						resolve({ id: model.id, media: object, type: "obj" });
					},

					() => {},
					() => {
						reject("An error happened with the model import.");
					}
				);
			}
		}
	});
}

//init app
const app = new App();

              
            
!
999px

Console