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HTML

              
                <canvas></canvas>

<script type="x-shader/x-vertex" id="wrapVertexShader">
  //	Classic Perlin 3D Noise 
  //	by Stefan Gustavson
  //
  vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
  vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
  vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

  float cnoise(vec4 P){
    vec4 Pi0 = floor(P); // Integer part for indexing
    vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec4 Pf0 = fract(P); // Fractional part for interpolation
    vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz);
    vec4 iz1 = vec4(Pi1.zzzz);
    vec4 iw0 = vec4(Pi0.wwww);
    vec4 iw1 = vec4(Pi1.wwww);

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);
    vec4 ixy00 = permute(ixy0 + iw0);
    vec4 ixy01 = permute(ixy0 + iw1);
    vec4 ixy10 = permute(ixy1 + iw0);
    vec4 ixy11 = permute(ixy1 + iw1);

    vec4 gx00 = ixy00 / 7.0;
    vec4 gy00 = floor(gx00) / 7.0;
    vec4 gz00 = floor(gy00) / 6.0;
    gx00 = fract(gx00) - 0.5;
    gy00 = fract(gy00) - 0.5;
    gz00 = fract(gz00) - 0.5;
    vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
    vec4 sw00 = step(gw00, vec4(0.0));
    gx00 -= sw00 * (step(0.0, gx00) - 0.5);
    gy00 -= sw00 * (step(0.0, gy00) - 0.5);

    vec4 gx01 = ixy01 / 7.0;
    vec4 gy01 = floor(gx01) / 7.0;
    vec4 gz01 = floor(gy01) / 6.0;
    gx01 = fract(gx01) - 0.5;
    gy01 = fract(gy01) - 0.5;
    gz01 = fract(gz01) - 0.5;
    vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
    vec4 sw01 = step(gw01, vec4(0.0));
    gx01 -= sw01 * (step(0.0, gx01) - 0.5);
    gy01 -= sw01 * (step(0.0, gy01) - 0.5);

    vec4 gx10 = ixy10 / 7.0;
    vec4 gy10 = floor(gx10) / 7.0;
    vec4 gz10 = floor(gy10) / 6.0;
    gx10 = fract(gx10) - 0.5;
    gy10 = fract(gy10) - 0.5;
    gz10 = fract(gz10) - 0.5;
    vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
    vec4 sw10 = step(gw10, vec4(0.0));
    gx10 -= sw10 * (step(0.0, gx10) - 0.5);
    gy10 -= sw10 * (step(0.0, gy10) - 0.5);

    vec4 gx11 = ixy11 / 7.0;
    vec4 gy11 = floor(gx11) / 7.0;
    vec4 gz11 = floor(gy11) / 6.0;
    gx11 = fract(gx11) - 0.5;
    gy11 = fract(gy11) - 0.5;
    gz11 = fract(gz11) - 0.5;
    vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
    vec4 sw11 = step(gw11, vec4(0.0));
    gx11 -= sw11 * (step(0.0, gx11) - 0.5);
    gy11 -= sw11 * (step(0.0, gy11) - 0.5);

    vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
    vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
    vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
    vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
    vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
    vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
    vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
    vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
    vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
    vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
    vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
    vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
    vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
    vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
    vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
    vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);

    vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
    g0000 *= norm00.x;
    g0100 *= norm00.y;
    g1000 *= norm00.z;
    g1100 *= norm00.w;

    vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
    g0001 *= norm01.x;
    g0101 *= norm01.y;
    g1001 *= norm01.z;
    g1101 *= norm01.w;

    vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
    g0010 *= norm10.x;
    g0110 *= norm10.y;
    g1010 *= norm10.z;
    g1110 *= norm10.w;

    vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
    g0011 *= norm11.x;
    g0111 *= norm11.y;
    g1011 *= norm11.z;
    g1111 *= norm11.w;

    float n0000 = dot(g0000, Pf0);
    float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
    float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
    float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
    float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
    float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
    float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
    float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
    float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
    float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
    float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
    float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
    float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
    float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
    float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
    float n1111 = dot(g1111, Pf1);

    vec4 fade_xyzw = fade(Pf0);
    vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
    vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
    vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
    vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
    float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
    return 2.2 * n_xyzw;
  }
  

	uniform float time;
	varying float dist;
  void main() {
    vec4 tempPosition = vec4(position*0.09, time);
    dist = cnoise(tempPosition) * 2.0;
    vec4 position = vec4(position, 1.0);
    position.x += dist;
    position.y += dist;
    position.z += dist;
    vec4 mvPosition = modelViewMatrix * position;
    gl_Position = projectionMatrix * mvPosition;
  }
</script>
<script type="x-shader/x-fragment" id="wrapFragmentShader">
// From Matt DesLauriers
float hue2rgb(float f1, float f2, float hue) {
    if (hue < 0.0)
        hue += 1.0;
    else if (hue > 1.0)
        hue -= 1.0;
    float res;
    if ((6.0 * hue) < 1.0)
        res = f1 + (f2 - f1) * 6.0 * hue;
    else if ((2.0 * hue) < 1.0)
        res = f2;
    else if ((3.0 * hue) < 2.0)
        res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
    else
        res = f1;
    return res;
}
vec3 hsl2rgb(vec3 hsl) {
    vec3 rgb;

    if (hsl.y == 0.0) {
        rgb = vec3(hsl.z); // Luminance
    } else {
        float f2;

        if (hsl.z < 0.5)
            f2 = hsl.z * (1.0 + hsl.y);
        else
            f2 = hsl.z + hsl.y - hsl.y * hsl.z;

        float f1 = 2.0 * hsl.z - f2;

        rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
        rgb.g = hue2rgb(f1, f2, hsl.x);
        rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
    }   
    return rgb;
}
varying float dist;
uniform vec2 rainbow;
void main(){
		vec3 color1 = hsl2rgb( vec3((dist*0.5)*rainbow.x + rainbow.y, 0.6, 0.6) );
    vec4 color = vec4(color1, 1.0);
    gl_FragColor = color;
  }
</script>
              
            
!

CSS

              
                body{
  overflow: hidden;
  cursor: pointer;
}
canvas{
  position: absolute;
  top: 0;
  left: 0;
}
              
            
!

JS

              
                var ww = window.innerWidth,
  wh = window.innerHeight;

var renderer = new THREE.WebGLRenderer({
  canvas: document.querySelector("canvas")
});
renderer.setSize(ww, wh);

var scene = new THREE.Scene();

var camera = new THREE.PerspectiveCamera(45, ww / wh, 0.01, 10000);
camera.position.z = 180;
camera.position.y = 1;

var controls = new THREE.OrbitControls(camera, renderer.domElement);
var dollyIn = controls.dollyIn;
controls.dollyIn = function(){
  dollyIn();
  checkCameraPosition();
};
var dollyOut = controls.dollyOut;
controls.dollyOut = function(){
  dollyOut();
  checkCameraPosition();
};
controls.noPan = true;

var vectCenter = new THREE.Vector3(0,0,0);
function checkCameraPosition() {
  var dist = vectCenter.distanceTo(camera.position);
  if(dist < 60){
    wireframe = true;
  } else {
    wireframe = false;
  }
  for (var i = 0; i < amount; i++) {
    spheres.children[i].material.wireframe = wireframe;
  }
}

var sphereGeom = new THREE.SphereGeometry(4, 28, 28);

function Blobby(x, y, z, i) {
  this.uniforms = {
    time: {
      value: 1.0
    },
    rainbow: {
      value: new THREE.Vector2(0.2, noise.simplex3(x * 0.001, y * 0.001, z * 0.001))
    }
  };
  var mat = new THREE.ShaderMaterial({
    uniforms: this.uniforms,
    vertexShader: document.getElementById("wrapVertexShader").textContent,
    fragmentShader: document.getElementById("wrapFragmentShader").textContent,
    wireframe: true
  });
  this.sphere = new THREE.Mesh(sphereGeom, mat);
  this.sphere.offset = Math.random() * 500;
  this.sphere.uniforms = this.uniforms;
  var ratio = Math.random()*0.1 + 1;
  this.sphere.position.x = x*ratio;
  this.sphere.position.y = y*ratio;
  this.sphere.position.z = z*ratio;
}

var spheres = new THREE.Object3D();
scene.add(spheres);
var tempSphere = new THREE.IcosahedronGeometry(60, 3);
var vertices = tempSphere.vertices;
amount = vertices.length;
for (var i = 0; i < amount; i++) {
  var x = vertices[i].x;
  var y = vertices[i].y;
  var z = vertices[i].z;
  var twin = false;
  for (var j = 0; j < spheres.children.length; j++) {
    if (Math.round(spheres.children[j].position.x) === Math.round(x)) {
      if (Math.round(spheres.children[j].position.y) === Math.round(y)) {
        if (Math.round(spheres.children[j].position.z) === Math.round(z)) {
          twin = true;
        }
      }
    }
  }
  if (!twin) {
    var blob = new Blobby(x, y, z, i);
    spheres.add(blob.sphere);
  }
}

function render(d) {

  for (var i = 0; i < spheres.children.length; i++) {
    spheres.children[i].uniforms.time.value = d * 0.0005 + spheres.children[i].offset;
  }
  spheres.rotation.z = d * 0.00004;
  var color = new THREE.Color("hsl(" + (d * 0.006 + 200) + ",90%,75%)");
  renderer.setClearColor(color);
  
  renderer.render(scene, camera);
  requestAnimationFrame(render);
}
requestAnimationFrame(render);

var wireframe = true;

window.addEventListener("resize", onResize);

function onResize() {
  ww = window.innerWidth;
  wh = window.innerHeight;
  camera.aspect = ww / wh;
  camera.updateProjectionMatrix();
  renderer.setSize(ww, wh);
}

window.addEventListener("mousedown", onClick);
window.addEventListener("mousemove", onClick);
window.addEventListener("touchdown", onClick);
function onClick(e) {
	var vector = new THREE.Vector2();
  if(e.type === "touchdown"){
    vector.set(
      2 * (e.touches[0].clientX / ww) - 1,
      1 - 2 * (e.touches[0].clientY / wh )
    );
  } else {
    vector.set(
      2 * (e.clientX / ww) - 1,
      1 - 2 * (e.clientY / wh )
    );
  }
	raycaster = new THREE.Raycaster();
	raycaster.setFromCamera(vector,camera);
	intersects = raycaster.intersectObjects(spheres.children);
	if(intersects.length > 0 ){
    var blob = intersects[0].object;
    if(e.type === "mousemove"){
      if(!blob.bounce && blob.scale.x < 1.5){
        TweenMax.to(blob.scale, 1.3, {
          x: 1.5,
          y: 1.5,
          z: 1.5,
          ease: Elastic.easeOut.config(1.5, 0.2),
          onComplete : function(){
            TweenMax.to(blob.scale, 2, {
              x: 1,
              y: 1,
              z: 1,
              ease: Power1.easeIn
            });
            blob.bounce = false;
          }
        });
      }
    } else {
      TweenMax.to(blob.scale, 1.3, {
        x: "+=0.5",
        y: "+=0.5",
        z: "+=0.5",
        ease: Elastic.easeOut.config(1.5, 0.2),
        onComplete : function(){
          TweenMax.to(blob.scale, 2, {
            x: 1,
            y: 1,
            z: 1,
            ease: Power1.easeIn
          });
          blob.bounce = false;
        }
      });
    }
    blob.bounce = true;
  }
}

camera.rotation.set(0,0,0);
checkCameraPosition();
              
            
!
999px

Console