<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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