<canvas id="canvas"></canvas>

<script id="vertexShader" type="x-shader/x-vertex">
  varying vec2 vUv;
  varying vec3 vNormal;
  varying vec3 vPosition;

  void main() {
    vUv = uv;
    vNormal = normal;
    vPosition = position;

    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
  varying vec2 vUv;
  varying vec3 vNormal;
  varying vec3 vPosition;
  uniform float time;
  
    //
  // Description : Array and textureless GLSL 2D/3D/4D simplex
  //               noise functions.
  //      Author : Ian McEwan, Ashima Arts.
  //  Maintainer : ijm
  //     Lastmod : 20110822 (ijm)
  //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  //               Distributed under the MIT License. See LICENSE file.
  //               https://github.com/ashima/webgl-noise
  //

  vec3 mod289(vec3 x) {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
  }

  vec4 mod289(vec4 x) {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
  }

  vec4 permute(vec4 x) {
       return mod289(((x*34.0)+1.0)*x);
  }

  vec4 taylorInvSqrt(vec4 r)
  {
    return 1.79284291400159 - 0.85373472095314 * r;
  }

  float snoise(vec3 v)
    {
    const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
    const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

  // First corner
    vec3 i  = floor(v + dot(v, C.yyy) );
    vec3 x0 =   v - i + dot(i, C.xxx) ;

  // Other corners
    vec3 g = step(x0.yzx, x0.xyz);
    vec3 l = 1.0 - g;
    vec3 i1 = min( g.xyz, l.zxy );
    vec3 i2 = max( g.xyz, l.zxy );

    //   x0 = x0 - 0.0 + 0.0 * C.xxx;
    //   x1 = x0 - i1  + 1.0 * C.xxx;
    //   x2 = x0 - i2  + 2.0 * C.xxx;
    //   x3 = x0 - 1.0 + 3.0 * C.xxx;
    vec3 x1 = x0 - i1 + C.xxx;
    vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
    vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

  // Permutations
    i = mod289(i);
    vec4 p = permute( permute( permute(
               i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
             + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
             + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

  // Gradients: 7x7 points over a square, mapped onto an octahedron.
  // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
    float n_ = 0.142857142857; // 1.0/7.0
    vec3  ns = n_ * D.wyz - D.xzx;

    vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

    vec4 x_ = floor(j * ns.z);
    vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

    vec4 x = x_ *ns.x + ns.yyyy;
    vec4 y = y_ *ns.x + ns.yyyy;
    vec4 h = 1.0 - abs(x) - abs(y);

    vec4 b0 = vec4( x.xy, y.xy );
    vec4 b1 = vec4( x.zw, y.zw );

    //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
    //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
    vec4 s0 = floor(b0)*2.0 + 1.0;
    vec4 s1 = floor(b1)*2.0 + 1.0;
    vec4 sh = -step(h, vec4(0.0));

    vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
    vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

    vec3 p0 = vec3(a0.xy,h.x);
    vec3 p1 = vec3(a0.zw,h.y);
    vec3 p2 = vec3(a1.xy,h.z);
    vec3 p3 = vec3(a1.zw,h.w);

  //Normalise gradients
    vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
    p0 *= norm.x;
    p1 *= norm.y;
    p2 *= norm.z;
    p3 *= norm.w;

  // Mix final noise value
    vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
    m = m * m;
    return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                  dot(p2,x2), dot(p3,x3) ) );
    }
  
    float fbm(vec3 x, float t) {
      float v = 0.0;
      float a = 0.5;
      vec3 shift = vec3(100);
      for (int i = 0; i < 5; ++i) {
        v += a * snoise(x * 10.0 + t);
        x = x * 2.0 + shift;
        a *= 0.5;
      }
      return v;
    }
  void main() {
    float p = fbm(vPosition, time);
    
    gl_FragColor = vec4(vec3(p), 1.0);
  }
</script>
* {
  padding: 0;
  margin: 0;
  box-sizing: border-box;
}

body {
  width: 100%;
  min-height: 100vh;
  overflow: hidden;
}
import * as THREE from "https://esm.sh/three";
import { OrbitControls } from "https://esm.sh/three/addons/controls/OrbitControls.js";

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000
);
camera.position.z = 2;

const renderer = new THREE.WebGLRenderer({
  antialias: true,
  alpha: true,
  canvas: document.querySelector("canvas")
});

renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(devicePixelRatio);
window.addEventListener("resize", onWindowResize, false);

const controls = new OrbitControls(camera, renderer.domElement);
controls.enabled = true;

const uniforms = {
  time: { value: 1.0 },
  scale: { value: new THREE.Vector2(1, 1) }
};

const geometry = new THREE.SphereGeometry(1, 64, 32);

const material = new THREE.ShaderMaterial({
  uniforms: uniforms,
  side: THREE.DoubleSide,
  vertexShader: document.getElementById("vertexShader").textContent,
  fragmentShader: document.getElementById("fragmentShader").textContent
});

const plane = new THREE.Mesh(geometry, material);
plane.position.set(0, 0, 0);
scene.add(plane);

const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  controls.update();
  renderer.render(scene, camera);
  let delta = clock.getDelta();
  uniforms.time.value += delta;
}
animate();

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