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HTML

              
                <!--
Based on Etienne Jacob's necessary-disorder tutorial "Animated stripes gifs from scalar fields"
https://necessarydisorder.wordpress.com/2017/09/02/animated-stripes-gifs-from-scalar-fields/
-->

<script id="vertexShader" type="x-shader/x-vertex">
    #ifdef GL_ES
    precision mediump float;
    #endif

    attribute vec3 aPosition;
    
    void main() { 
        gl_Position = vec4(aPosition, 1.0); 
    }
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    #define PI 3.1415926
    #define TWO_PI 2.0 * PI
    
    uniform vec2 u_resolution;
    uniform vec2 u_mouse;
    uniform float u_time;
    uniform float SEED;
    
    // Classic Perlin 3D Noise by Stefan Gustavson
    // https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
    vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
    vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
    vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
    float cnoise(vec3 P){
      vec3 Pi0 = floor(P); // Integer part for indexing
      vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
      Pi0 = mod(Pi0, 289.0);
      Pi1 = mod(Pi1, 289.0);
      vec3 Pf0 = fract(P); // Fractional part for interpolation
      vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
      vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);

        vec4 gx0 = ixy0 / 7.0;
        vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);

        vec4 gx1 = ixy1 / 7.0;
        vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);

        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;

        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);

        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
        return 2.2 * n_xyz;
    }
    
    // cosine based palette, 4 vec3 params
    // http://iquilezles.org/www/articles/palettes/palettes.htm
    vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ){
      return a + b * cos( TWO_PI * (c * t + d));
    }
    
    // Port of Processing.js map function:
    // https://github.com/processing-js/processing-js/blob/master/src/P5Functions/Math.js#L300
    float map(float value, float a, float b, float c, float d) {
        return c + (d - c) * ((value - a) / (b - a));
    }
    
    // http://patakk.tumblr.com/post/88602945835/heres-a-simple-function-you-can-use-for-easing
    float ease(float p, float g) {
        return p < 0.5 ?
            0.5 * pow(2.*p, g) :
            1. - 0.5 * pow(2.*(1. - p), g);
    }
    
    void main() {
        vec2 pos = gl_FragCoord.xy;
        // distance to center
        float dist = distance(pos, u_resolution / 2.0);
        
        // Perlin noise in the center:
        float noiseIntensity = ease(clamp(map(dist, 0., 0.8 * min(u_resolution.x, u_resolution.y), 1., 0.), 0., 1.), 5.2);
        float scalarFieldOffset =  45. * cnoise(SEED + vec3(0.008 * pos, sin(u_time / 10.))) * noiseIntensity;
        float c = ease(sin(u_time / 2. + TWO_PI * scalarFieldOffset * (abs(sin(u_time / 20.)) + 0.01)) / 2.0 + 0.5, 3.0);
        
        gl_FragColor = vec4(palette(
            // display palette
            //pos.y > u_resolution.y - 10. ? 
            //pos.x / u_resolution.x : 
            0.4 + c / 2.,
            vec3(0.5, 0.5, 0.5),
            vec3(0.5, 0.5, 0.5),
            vec3(1.0, 1.0, 1.0),
            vec3(0.0, 0.1, 0.2)
        ), 1.0);
    }
</script>

<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.min.js"></script>
              
            
!

CSS

              
                html,
body {
    margin: 0;
    padding: 0;
    height: 100%;
    background: white;
    display: flex;
    align-items: center;
    align-content: center;
    justify-content: center;
}

canvas {
    box-shadow: 0px 0px 70px 2px rgba(0, 0, 0, 0.55);
    border: solid white 30px;
}

              
            
!

JS

              
                const vertexShader = document.getElementById('vertexShader').innerText;
const fragmentShader = document.getElementById('fragmentShader').innerText;
let myShader;

function setup() {
    createCanvas(windowWidth - 100, windowHeight - 100, WEBGL);
    pixelDensity(1);
    noStroke();

    // create and initialize the shader
    myShader = createShader(vertexShader, fragmentShader);
    shader(myShader);
    myShader.setUniform('u_resolution', [width, height]);
    let SEED = round(random(1000));
    print(SEED);
    myShader.setUniform('SEED', SEED);
}

function draw() {
    myShader.setUniform('u_mouse', [mouseX, mouseY]);
    myShader.setUniform('u_time', millis()/1000.);
    
    quad(-1,-1, -1,1, 1,1, 1,-1);
}

function windowResized(){
    resizeCanvas(windowWidth-100, windowHeight - 100);
    myShader.setUniform('u_resolution', [width, height]);
}
              
            
!
999px

Console