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HTML

              
                <canvas id="canvas"></canvas>
<video id="video"></video>
<form>
  <label>
    <span>Filter</span>
    <input id="filter" type="checkbox" checked />
  </label><br>
  <label>
    <span>Speed</span>
    <input id="speed" type="range" min="0" max="100" step="1" value="50" />
  </label>
</form>
<script id="vertex-shader" type="x-shader/x-vertex">
  varying vec2 vUv;

  void main() {
    vUv = uv;
    gl_Position = vec4(position, 1.0);
  }
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
  varying vec2 vUv;
  uniform sampler2D dog;
  uniform float delta;
  uniform vec2 mouse;
  uniform bool filter;
  uniform float speed;
  
  //	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;}
  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;
  }

  void main() {
    float delta = delta * 0.001 * speed;
    float x = cnoise(vec3(vUv * (mouse.x * 5.0), delta));
    float y = cnoise(vec3(vUv * (mouse.y * 5.0), delta));
    x = (x * 0.6) + vUv.x;
    y = (y * 0.6) + vUv.y;
    vec4 texturePixel = texture2D(dog, vec2(x, y));
    
    if (filter) {
      texturePixel.rgb += 0.3;
      texturePixel.rgb *= 1.2;

      texturePixel.r = min(max(texturePixel.r, 1.0), 0.46);
      texturePixel.g = min(max(texturePixel.g, 0.47), 0.99);
      texturePixel.b = min(max(texturePixel.b, 0.78), 0.92);
    }
    
    gl_FragColor = texturePixel;
  }
</script>
              
            
!

CSS

              
                html, body, canvas {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;
  display: block;
  overflow: hidden;
}
video {
  position: absolute;
  top: 0;
  left: 0;
  z-index:100;
  opacity: 0;
}
form {
  position: absolute;
  right: 10px;
  bottom: 10px;
  text-align: right;
  label {
    background: white;
    font-family: sans-serif;
    padding: 5px 10px;
    border-radius: 100px;
    cursor: pointer;
    display: inline-block;
    & ~ label {
      margin-top: 5px;
    }
  }
  span, input {
    vertical-align: middle;
    display: inline-block;
  }
}
              
            
!

JS

              
                console.clear();

const canvas = document.getElementById('canvas');
const videoDom = document.getElementById('video');
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
const camera = new THREE.PerspectiveCamera(45, canvas.clientWidth / canvas.clientWidth, 1, 1000);
const mouse = new THREE.Vector2(0.2, 0.4);

const dogTexture = new THREE.TextureLoader().load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/127738/Common-dog-behaviors-explained.jpg');

var quad = new THREE.Mesh(
  new THREE.PlaneGeometry(2, 2),
  new THREE.ShaderMaterial({
    vertexShader: document.getElementById('vertex-shader').textContent,
    fragmentShader: document.getElementById('fragment-shader').textContent,
    depthWrite: false,
    depthTest: false,
    uniforms: {
      dog: {
        type: "t",
        value: dogTexture
      },
      delta: {
        value: 1.0
      },
      mouse: {
        value: mouse
      },
      filter: {
        value: true
      },
      speed: {
        value: 0.5
      }
    }
  })
);
scene.add(quad);

function onResize () {
  renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
  camera.aspect = canvas.clientWidth /  canvas.clientHeight;
  camera.updateProjectionMatrix();
}

function onMouseMove(e) {
  const x = (e.clientX / (window.innerWidth * 0.5)) - 1;
  const y = -1 * (e.clientY / (window.innerHeight * 0.5)) + 1;
  updateMouse(x, y);
}
function onTouchMove(e) {
  const x = (e.touches[0].clientX / (window.innerWidth * 0.5)) - 1;
  const y = -1 * (e.touches[0].clientY / (window.innerHeight * 0.5)) + 1;
  updateMouse(x, y);
}
function updateMouse(x, y) {
  TweenMax.to(mouse, 2, {
    x: x, 
    y: y,
    onUpdate: function () {
      quad.material.uniforms.mouse.value = mouse;
    }
  })
}

function render(a) {
  requestAnimationFrame(render);
  
  quad.material.uniforms.delta.value = a;

  renderer.render(scene, camera);
}

// Start video
navigator.mediaDevices.getUserMedia({
  video: {
    facingMode: "environment"
  },
  audio: false
}).then(function(stream) {
    videoDom.srcObject = stream;
    videoDom.onloadedmetadata = function(e) {
      videoDom.play();
      quad.material.uniforms.dog.value = new THREE.VideoTexture(videoDom);
    };
}).catch(function(error) {
  console.log(error);
});

onResize();
window.addEventListener('resize', onResize);
window.addEventListener('mousemove', onMouseMove);
window.addEventListener('touchmove', onTouchMove);
document.querySelector('#filter').addEventListener('change', function () {
  quad.material.uniforms.filter.value = this.checked;
})
document.querySelector('#speed').addEventListener('input', function () {
  quad.material.uniforms.speed.value = parseInt(this.value) / 100;
})
requestAnimationFrame(render);
              
            
!
999px

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