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HTML

              
                <button type="button">Click me</button>
<h1>This is some text that goes under the mask</h1>
              
            
!

CSS

              
                html, body{
  height: 100%;
}

body{
  display: flex;
  align-items: center;
  justify-content: center;
  overflow: hidden;
}

canvas{
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  pointer-events: none;
  z-index: 5;
}

button{
  position: absolute;
  top: 0;
  left: 0;
  z-index: 10;
}

h1{
  max-width: 60%;
  font-size: 4vw;
  text-align: center;
  color: purple;
}
              
            
!

JS

              
                const bounds = {
  ww: window.innerWidth,
  wh: window.innerHeight
}

class Transition {
  constructor() {
    const { ww, wh } = bounds

    this.renderer = new THREE.WebGLRenderer({
      alpha: true,
      antialias: true,
    })
    
    this.renderer.setPixelRatio(1)
    this.renderer.setSize(ww, wh)
    this.renderer.setClearColor(0xffffff, 0)
    this.scene = new THREE.Scene()

    this.camera = new THREE.OrthographicCamera(ww / - 2, ww / 2, wh / 2, wh / - 2, 1, 100)
    this.camera.lookAt(this.scene.position)
    this.camera.position.z = 1

    document.body.appendChild(this.renderer.domElement)

    this.geo = new THREE.BufferGeometry()

    const vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0])
    const uvs = new Float32Array([0, 0, 2, 0, 0, 2])

    this.geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
    this.geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))

    this.mat = new THREE.ShaderMaterial({
       vertexShader: `
        precision highp float;
        varying vec2 vUv;

        void main(){
          vUv = uv;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
        }
      `,
      fragmentShader: `
        precision highp float;

        uniform float uProgress;
        uniform float uPower;

        uniform bool uOut;

        vec4 transparent = vec4(0., 0., 0., 0.);
        vec4 black = vec4(0., 0., 0., 1.);

        #define M_PI 3.1415926535897932384626433832795

        varying vec2 vUv;

        void main() {
          vec2 uv = vUv;

          uv.y -= ((sin(uv.x * M_PI) * uPower) * .25);

          if (!uOut) uv.y = 1. - uv.y;

          float t = smoothstep(uv.y - fwidth(uv.y), uv.y, uProgress);
          vec4 color = mix(transparent, black, t);

          gl_FragColor = color;
        }  
      `,
      uniforms: {
        uProgress: { value: 0 },
        uPower: { value: 0 },
        uOut: { value: true }
      },
    })

    this.triangle = new THREE.Mesh(this.geo, this.mat)
    this.triangle.scale.set(ww / 2, wh / 2, 1)
    this.triangle.frustumCulled = false
    this.scene.add(this.triangle)

    this.tl = gsap.timeline({ 
      paused: true,
      defaults: {
        duration: 1.25,
        ease: 'power3.inOut'
      }
    })  
    
    this.addEvents()
  }
  
  addEvents() {
    document.querySelector('button').addEventListener('click', () => {
      if (this.animating) return
      this.reverse ? this.in() : this.out()
    })  
  }

  render = () => {
    this.renderer.render(this.scene, this.camera)
  }

  out = () => {
    this.animating = true
    this.reverse = true
    
    const { uProgress } = this.mat.uniforms

    this.tl.clear()
    .to(uProgress, {
      value: 1,
      onUpdate: () => this.render()
    }, 0)
    .to(this.bend(), {
      progress: 1,
    }, 0)
    .add(() => {
      this.animating = false
    })
    .play()
  }

  in = () => {
    this.animating = true
    this.reverse = false
    
    const { 
      uProgress, 
      uOut 
    } = this.mat.uniforms

    this.tl.clear()
    .set(uOut, { value: false })
    .to(uProgress, {
      value: 0,
      onUpdate: () => this.render()
    }, 0)
    .to(this.bend(), {
      progress: 1,
    }, 0)
    .set(uOut, { value: true })
    .add(() => {
      this.animating = false
    })
    .play()
  }
  
  bend = () => {
    const { uPower } = this.mat.uniforms
    
    return gsap.timeline({ 
      paused: true,
      defaults: {
        ease: 'linear',
        duration: 0.5        
      },
    })
    .to(uPower, { value: 1 })
    .to(uPower, { value: 0 })
  }

  resize = () => {
    const { ww, wh } = bounds
    
    this.camera.left = ww / - 2
    this.camera.right = ww / 2
    this.camera.top = wh / 2
    this.camera.bottom = wh / - 2
    this.camera.updateProjectionMatrix()
    
    this.renderer.setSize(ww, wh)    
    
    this.triangle.scale.set(ww / 2, wh / 2, 1)
  }
}

const transition = new Transition()

window.addEventListener('resize', () => {
  bounds.ww = window.innerWidth
  bounds.wh = window.innerHeight
  
  transition.resize()
})
              
            
!
999px

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