<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 simplex noise function.
// 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;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main() {
float tex = snoise(vec2(vUv.x * 10.0 + time, vUv.y * 10.0));
gl_FragColor = vec4(vec3(tex), 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";
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-0.5, 0.5, 0.5, -0.5, -10, 10);
camera.position.z = 1;
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 uniforms = {
time: { value: 1.0 },
scale: { value: new THREE.Vector2(1, 1) }
};
const geometry = new THREE.PlaneGeometry(1, 1);
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);
renderer.render(scene, camera);
let delta = clock.getDelta();
uniforms.time.value += delta;
}
animate();
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
}
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