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HTML

              
                <head>

  <script id="shader-vertex-custoline" type="x-shader/x-vertex">

                uniform float time;
                varying vec3 vNormal;
                uniform float normalRatioRange;
                uniform float zoom;
                varying float positionX;
                varying float vari;
                varying float timevariance;
                varying float positionZ;

                void main() {

                timevariance = 1000.0;
                vari = 2000.0;
          

                float id;               

                vNormal = normal;
                positionX = position.x;
                positionZ = position.z;
            
                vec3 newpos = vec3(position.x, position.y , position.z  );   

                gl_Position = projectionMatrix * modelViewMatrix *  vec4( normal * normalRatioRange  + newpos, zoom);

            }
            </script>


        <script id="shader-fragment-custoline" type="x-shader/x-fragment">

            varying vec3 vNormal;

            uniform float time;
            varying float positionX;
            varying float vari;
            varying float timevariance;
            varying float baseColor;
            uniform float alpha;

            void main() {

                
                float timeVary = time - 2.0;

              if(positionX < timeVary*timevariance -vari*4.0){

                   gl_FragColor = vec4(0.0,  
                                       0.0,  
                                       0.0,  
                                       0.0);               
                }
              
              else if(positionX < timeVary*timevariance -vari*3.0){

                   
                   gl_FragColor = vec4(0.5,  
                                       0.5,  
                                       0.5,  
                                       0.2);               
                }              
              else if(positionX < timeVary*timevariance -vari){

                    

                    if(vNormal.x > 0.8){

                          gl_FragColor = vec4(1.0,  
                                              0.5,  
                                              0.0,  
                                              alpha); 
                    }

                    else if(vNormal.y > 0.7){

                          gl_FragColor = vec4(1.0,  
                                              0.3,  
                                              0.0,  
                                              alpha); 
                    }
                    else if(vNormal.z > 0.8){

                          gl_FragColor = vec4(1.0,  
                                              0.7,  
                                              0.0,  
                                              alpha); 
                    }                    

                    else {

                      gl_FragColor = vec4(0.15,  
                                          0.15,  
                                          0.15,  
                                          0.7); 
                    }              
                }

                else if(positionX < timeVary*timevariance){

                      gl_FragColor = vec4(1.0,  
                                          1.0,  
                                          1.0,  
                                          0.2);            
                  }

                  else{

                    gl_FragColor = vec4(0.0,  
                                        0.0,  
                                        0.0,  
                                        0.0);   

                  }

            } 

            
        </script>

        <script id="shader-fragment-custoline2" type="x-shader/x-fragment">

            varying vec3 vNormal;

            uniform float time;
            varying float positionX;
            varying float vari;
            varying float timevariance;
            uniform float alpha;

            void main() {

           
                
                float timeVary = time - 2.0;

              if(positionX < timeVary*timevariance -vari*4.0){

                   
                   gl_FragColor = vec4(0.5,  
                                       0.5,  
                                       0.5,  
                                       0.0);               
                }
              
              else if(positionX < timeVary*timevariance -vari*3.0){

                   
                   gl_FragColor = vec4(0.7,  
                                       0.7,  
                                       0.7,  
                                       0.2);               
                }

              else if(positionX < timeVary*timevariance -vari){

                   

                    if(vNormal.x > 0.8){

                          gl_FragColor = vec4(0.5,  
                                              0.7,  
                                              0.0,  
                                              alpha); 
                    }

                    else if(vNormal.y > 0.7){

                          gl_FragColor = vec4(0.3,  
                                              0.7,  
                                              0.0,  
                                              alpha); 
                    }
                    else if(vNormal.z > 0.8){

                          gl_FragColor = vec4(0.7,  
                                              0.7,  
                                              0.0,  
                                              alpha); 
                    }
                    

                    else {

                      gl_FragColor = vec4(0.15,  
                                          0.15,  
                                          0.15,  
                                          0.7); 
                    }              
                }

                else if(positionX < timeVary*timevariance){

                      gl_FragColor = vec4(1.0,  
                                          1.0,  
                                          1.0,  
                                          0.2);            
                  }
                else{

                  gl_FragColor = vec4(1.0,  
                                      1.0,  
                                      1.0,  
                                      0.0);   

                }
            } 
            
        </script>

        <script id="shader-fragment-custoline3" type="x-shader/x-fragment">

           varying vec3 vNormal;

                       uniform float time;
                       varying float positionX;
                       varying float vari;
                       varying float timevariance;
                       uniform float alpha;

                       void main() {
                      
                          
                           float timeVary = time - 2.0;

                         if(positionX < timeVary*timevariance -vari*4.0){

                              
                              gl_FragColor = vec4(0.5, 0.5,0.5, 0.0);             
                           }
                         
                         else if(positionX < timeVary*timevariance -vari*3.0){

                              
                              gl_FragColor = vec4(0.7,0.7,0.7,0.2);             
                           }

                         else if(positionX < timeVary*timevariance -vari){

                            

                               if(vNormal.x > 0.8){

                                     gl_FragColor = vec4(0.5,0.0,0.7,alpha); 
                               }

                               else if(vNormal.y > 0.7){

                                     gl_FragColor = vec4(0.3,0.0,0.6,alpha); 
                               }
                               else if(vNormal.z > 0.8){

                                     gl_FragColor = vec4(0.6,0.0,0.6, alpha); 
                               }
                               

                               else {

                                 gl_FragColor = vec4(0.15,0.15,0.15,0.7);
                               }              
                           }

                           else if(positionX < timeVary*timevariance){

                                 gl_FragColor = vec4(1.0,1.0,1.0,0.2);           
                             }
                           else{

                             gl_FragColor = vec4(0.0,0.0,0.0,0.0);   

                           }
                       } 
        </script>

</head>

<body>


    <div id='container'>

    </div>

    <img class="icons" id="linkedin" src="http://experiments.crma.ninja/repos/samuel-honigstein/images/linkedin.png">
    <img class="icons" id="facebook" src="http://experiments.crma.ninja/repos/samuel-honigstein/images/facebook.png">
    <img class="icons" id="twitter" src="http://experiments.crma.ninja/repos/samuel-honigstein/images/twitter.png">
    <img class="icons" id="plus" src="http://experiments.crma.ninja/repos/samuel-honigstein/images/plus.png">


     <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>
   
      <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.js"></script>
    

   

    <script type="text/javascript">

    </script>
  
  
</body>

</html>
              
            
!

CSS

              
                html {
  height: 100%;
  overflow: hidden;
}


body {
  height: 100%;
  overflow: hidden;
  background-color: black;
  font-family: 'gotham', sans-serif;
}


.icons {
  position: absolute;
  width: 40px;
  height: 40px;
  bottom: 90px;
  cursor: pointer;
  z-index: 3000;
}


#facebook {
  right: 60px;
}


#twitter {
  right: 120px;
}

#linkedin {
  right: 180px;
}

#plus {
  right: 240px;
}


#container {
  width: 100%;
  height: 100%;
}

#container canvas {
  background-color: white;
}

              
            
!

JS

              
                class window.App


	container		: null

	stats 			: null

	camera 			: null

	scene 			: null

	renderer 		: null

	windowHalfX 	: null

	windowHalfY 	: null

	mesh 			: null

	clock           :  null

	uniforms 		: {}

	buffer 			: null

	positionBuff1	: []

	positionBuff2	: []

	positionBuff3	: []

	extrudeSettings : null

	geometry 		: null

	shape   		: null

	isBuild1			: false

	isBuild2		: false

	rd  			: 0

	randomPoints   : []

	count 		   :  0

	inBuild		   : 0

	composer  		: null

	meshes 			: []


	gui  			: null

	cameraLookatVector	 : null

	
	optionsLine : {

		normalRatioRange : 10.0,

		zoom		     : 1,

		baseColor		 : 0.8,

		alpha 			: 1.0

	}

	constructor: ->

		@container = document.getElementById('container')

		@windowHalfX = window.innerWidth / 2;

		@windowHalfY = window.innerHeight / 2;

		@camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 2000 );

		@camera.position.z = 450;
	

		@scene = new THREE.Scene();

		# @ambient = new THREE.AmbientLight( 0xff0000 );
		
		# @scene.add( @ambient );

		@renderer = new THREE.WebGLRenderer({antialias : true});

		@renderer.setSize( window.innerWidth, window.innerHeight );

		@container.appendChild( @renderer.domElement );		

		window.addEventListener( 'resize', @onWindowResize, false );

		@cameraLookatVector = new THREE.Vector3( 0, 0, -300 )
		
		@uniformsline =
		  
		  normalRatioRange:
		    type: "f"
		    value: @optionsLine.normalRatioRange

		  zoom:
		  	type: "f"
		  	value: @optionsLine.zoom

		  time:
		    type: "f"
		    value: 0.0

		  alpha:
		    type: "f"
		    value: 0.85



		   baseColor:
		    type: "c"
		    value: new THREE.Color(@optionsLine.baseColor)

		@uniformsline2 =
		  
		  normalRatioRange:
		    type: "f"
		    value: @optionsLine.normalRatioRange

		  zoom:
		  	type: "f"
		  	value: @optionsLine.zoom

		  time:
		    type: "f"
		    value: 0.0


		  alpha:
		    type: "f"
		    value: 0.85


		   baseColor:
		    type: "c"
		    value: new THREE.Color(@optionsLine.baseColor)

		@uniformsline3 =
		  
		  normalRatioRange:
		    type: "f"
		    value: @optionsLine.normalRatioRange

		  zoom:
		  	type: "f"
		  	value: @optionsLine.zoom

		  time:
		    type: "f"
		    value: 0.0


		  alpha:
		    type: "f"
		    value: 0.85


		   baseColor:
		    type: "c"
		    value: new THREE.Color(@optionsLine.baseColor)


	
		@clock1 = new THREE.Clock(false)
		@clock2 = new THREE.Clock(false)
		@clock3 = new THREE.Clock(false)

		fb = document.getElementById('facebook');
		twt = document.getElementById('twitter');
		lin = document.getElementById('linkedin');
		plus = document.getElementById('plus');

		fb.addEventListener('click', ()=>

		    window.open("https://www.facebook.com/Pierre.de.miel", '_blank');

		, false)

		twt.addEventListener('click', ()=>

		    window.open("https://twitter.com/Samsyyyy", '_blank');

		, false)

		lin.addEventListener('click', ()=>

		    window.open("https://www.linkedin.com/profile/view?id=182449324&trk=nav_responsive_tab_profile", '_blank');

		, false)


		plus.addEventListener('click', ()=>

		    window.open("http://experiments.crma.ninja/repos/samuel-honigstein/", '_blank');

		, false)

		@initGUI()


		window.addEventListener( 'resize', @onWindowResize, false );
		window.addEventListener( 'mousemove', @onDocumentMouseMove, false );
		

		@buildPlanes()
		@buildPlanes()

		setInterval( ()=>

			@removeAndReAdd()

		,12500)
		######

		@animate()

	onCLick:(e) =>

		if @count == 0

			###@scene.remove(@plane_mesh)###
			###		@isBuild = false###
			@randomPoints = []

			@randomPoints.push( new THREE.Vector3( -2000, THREE.Math.randFloat( -800, 800 ),0) );

		

		ratio = 90

		if(@count%2 == 0)
			
			@rd = THREE.Math.randFloat( -ratio*4, ratio*5 )

		else
		
			@rd = 0

	
		wdby2 = window.innerWidth / 2
		hdby2 = window.innerHeight / 2


		@randomPoints.push( new THREE.Vector3( e.clientX - wdby2, window.innerHeight - e.clientY - hdby2, @rd ) );

		@count++

		if @count > 3

			@randomPoints.push( new THREE.Vector3( 2000, THREE.Math.randFloat( -800, 800 ), 0 ))

			@buildPlanes()

	

	initPostProcessing:()=> 

	  
	    renderModel = new THREE.RenderPass(@scene, @camera);
	    copyPass = new THREE.ShaderPass(THREE.CopyShader);
	    composer = new THREE.EffectComposer(@renderer);
	    composer.addPass(renderModel);
	    composer.addPass(copyPass);
	    copyPass.renderToScreen = true;
	    @toggleEffects();
	

	toggleEffects:()=> 

	    @composer = new THREE.EffectComposer(@renderer);
	    @composer.addPass(new THREE.RenderPass(@scene, @camera));

	    effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
	    width = window.innerWidth || 2;
	    height = window.innerHeight || 2;
	    effectFXAA.uniforms['resolution'].value.set(1 / width, 1 / height);
	    @composer.addPass(effectFXAA);

	    effectFilm = new THREE.FilmPass(0.1, 0.125, 2048, false);
	    @composer.addPass(effectFilm);

	    effectBloom = new THREE.BloomPass(.8);
	    @composer.addPass(effectBloom);

	    vignettePass = new THREE.ShaderPass(THREE.VignetteShader);
	    vignettePass.uniforms["darkness"].value = 1.1;
	    vignettePass.uniforms["offset"].value = 1;
	    vignettePass.renderToScreen = true;
	    @composer.addPass(vignettePass);


	


	initGUI: =>



		@gui = new dat.GUI();

		@gui.values = {}

		@gui.values.normalRatioRange            = @gui.add(@optionsLine,'normalRatioRange',-10,50).step(0.5);
			

		@gui.values.normalRatioRange.onChange (value) =>

			@uniformsline.normalRatioRange.value = value
			@uniformsline2.normalRatioRange.value = value
			@uniformsline3.normalRatioRange.value = value	     	




	buildPlanes:()=>

		id = @inBuild % 3



		@inBuild++

		if id == 0
			ratio = 8
		else ratio = 6

	

		@shape = new THREE.Shape();
		@shape.moveTo(10 * ratio, ratio * 0);
		@shape.lineTo(12.5 * ratio, ratio * 2.5);
		@shape.lineTo(12.5 * ratio, ratio * 5);
		@shape.lineTo(10 * ratio, ratio * 7.5);
		@shape.lineTo(7.5 * ratio, ratio * 7.5);
		@shape.lineTo(5 * ratio, ratio * 5);
		@shape.lineTo(5 * ratio, ratio * 2.5);
		@shape.lineTo(7.5 * ratio, ratio * 0);
		@shape.lineTo(10 * ratio, ratio * 0);



		@randomPoints = []
		range = 5

		ratio = 90
		wdby2 = window.innerWidth / 2
		hdby2 = window.innerHeight / 2


		@randomPoints.push( new THREE.Vector3( -2000, THREE.Math.randFloat( -800, 800 ),0) );

		i = 0
		rd = 0
		count = 5
		while i < count
			if(i%2 == 0)
				
				@rd = THREE.Math.randFloat( 0, ratio*6 )

			else
			
				@rd = 0
			@randomPoints.push( new THREE.Vector3(THREE.Math.randFloat( (window.innerWidth / count) * i,  (window.innerWidth / count) *i+1 ) - wdby2 , window.innerHeight - THREE.Math.randFloat( 0, window.innerHeight ) - hdby2, @rd ) );

			i++




		

		@randomPoints.push( new THREE.Vector3( 2000, THREE.Math.randFloat( -800, 800 ), 0 ))



		randomSpline =  new THREE.SplineCurve3( @randomPoints );

		

		@extrudeSettings = {
			steps			: 800,
			bevelEnabled	: true,
			extrudePath		: randomSpline,
			bevelThickness	: 20,
			bevelSize		: 20,
			bevelSegments	: 20
		
		};	


			

		@groundMaterial = new THREE.MeshLambertMaterial( {shading: THREE.FlatShading , ambient: 0xffffff, color: 0xff0000, specular: 0x050505, transparent : true, opacity : 0.8 } )

		
		geometry = new THREE.ExtrudeGeometry( @shape, @extrudeSettings );

		
		@buffer = new THREE.BufferGeometry();

		@buffer.fromGeometry(geometry)





		
		

		if id == 0

			@clock1 = new THREE.Clock(true)

			@plane_material1 = new THREE.ShaderMaterial({

			    vertexShader       : document.getElementById('shader-vertex-custoline').textContent,

			    fragmentShader     : document.getElementById('shader-fragment-custoline').textContent,

			    transparent        : true,

			    uniforms           : @uniformsline,

			    side 			: THREE.DoubleSide 



			});


			@materials = [

	
				@groundMaterial,
			    @plane_material1
			]

			@isBuild1 = true


			@positionBuff1 = @buffer.attributes.position


		else if id == 1

			@clock2 = new THREE.Clock(true)

			@plane_material2 = new THREE.ShaderMaterial({

				vertexShader       : document.getElementById('shader-vertex-custoline').textContent,

				fragmentShader     : document.getElementById('shader-fragment-custoline2').textContent,

				transparent        : true,

				uniforms           : @uniformsline2,

				side 			: THREE.DoubleSide 



			});


			@materials = [

			 	
			 	@groundMaterial,
			    @plane_material2
			]


			@isBuild2 = true

			@positionBuff2 = @buffer.attributes.position

		else

			@clock3 = new THREE.Clock(true)

			@plane_material3 = new THREE.ShaderMaterial({

			    vertexShader       : document.getElementById('shader-vertex-custoline').textContent,

			    fragmentShader     : document.getElementById('shader-fragment-custoline3').textContent,

			    transparent        : true,

			    uniforms           : @uniformsline3,

			    side 			: THREE.DoubleSide 



			});


			@materials = [

				
				@groundMaterial,
			    @plane_material3
			]


			@isBuild3 = true


			@positionBuff3 = @buffer.attributes.position

		



	
		@plane_mesh = THREE.SceneUtils.createMultiMaterialObject( @buffer, @materials );

		
		@meshes.push(@plane_mesh)

		@scene.add( @plane_mesh );

	ChangeAnim:()=>

	

		lght = 45


		first =  @positionBuff1.array.subarray(lght,  @positionBuff1.length);
		second =  @positionBuff1.array.subarray(0,  lght);

		@positionBuff1.array = @Float32Concat(first,second);
		


		###@plane_mesh.children[1].geometry.computeBoundingBox();###

		


	ChangeAnim2:()=>

		
		lght = 45


		first =  @positionBuff2.array.subarray(lght,  @positionBuff2.length);
		second =  @positionBuff2.array.subarray(0,  lght);

		@positionBuff2.array = @Float32Concat(first,second);
		


		###@plane_mesh.children[1].geometry.computeBoundingBox();###

	

	ChangeAnim3:()=>

		
		lght = 45


		first =  @positionBuff3.array.subarray(lght,  @positionBuff3.length);
		second =  @positionBuff3.array.subarray(0,  lght);

		@positionBuff3.array = @Float32Concat(first,second);
		


		###@plane_mesh.children[1].geometry.computeBoundingBox();###

		
	   
	   

	Float32Concat:(first,second)=>
	
	    firstLength = first.length
	    result = new Float32Array(firstLength + second.length);

	    result.set(first);
	    result.set(second, firstLength);

	    return result;
	
	
	removeAndReAdd:()=>

		@scene.remove(@meshes[0])
		@scene.remove(@meshes[1])

		@meshes = []

		@isBuild3 = false
		@isBuild2 = false
		@isBuild1 = false

		@buildPlanes()
		setTimeout( ()=>

			@buildPlanes()

		,500)
	

	onDocumentMouseMove:(event)=>

		event.preventDefault();
		
		@camera.position.x = ( event.clientX / window.innerWidth ) * 700 - 350;
		@camera.position.y = - ( event.clientY / window.innerHeight ) * 700 + 350;

	animate: =>

		requestAnimationFrame( @animate );

		if @isBuild1

			@.plane_material1.uniforms['time'].value = @clock1.getElapsedTime();
			@ChangeAnim()

		if @isBuild2

			@.plane_material2.uniforms['time'].value = @clock2.getElapsedTime();
			@ChangeAnim2()

		if @isBuild3

			@.plane_material3.uniforms['time'].value = @clock3.getElapsedTime();
			@ChangeAnim3()
		# @.groundMaterial.uniforms['time'].value = @clock.getElapsedTime();
		# @mesh.rotation.x += 0.005;

		# @mesh.rotation.y += 0.01;
		if @meshes[0]
			@meshes[0].children[1].geometry.attributes.position.needsUpdate = true;
		if @meshes[1]
			@meshes[1].children[1].geometry.attributes.position.needsUpdate = true;

		@renderer.setClearColor(0x000000, 1);

		
		


		@renderer.render( @scene, @camera );

		@camera.lookAt(@cameraLookatVector);
	

				
	onWindowResize:=>


		@camera.aspect = window.innerWidth / window.innerHeight;

		@camera.updateProjectionMatrix();

		@renderer.setSize( window.innerWidth, window.innerHeight );

    
App = new window.App();
App.init();
				
              
            
!
999px

Console