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HTML

              
                <div class="world"></div>
<div id="credits">
  <p> <a href="https://codepen.io/Yakudoo/"  target="blank">my other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></p>
</div>

<script type="x-shader/x-fragment" id="fragTunnelShader">
	precision highp float;

	uniform float time;
	uniform vec2 mousePosition;
	varying vec2 vUv;
	varying float vDisplacement;
	varying vec3 vNormal;
	
	float PI = 3.141592;
	
	float rand(vec2 co){
		return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}
	
	
	float Hash(in vec2 p, in float scale){
    // This is tiling part, adjusts with the scale...
    p = mod(p, scale);
    return fract(sin(dot(p, vec2(35.6898, 24.3563))) * 353753.373453);
	}


	float Noise(in vec2 x, in float scale ){
    x *= scale;

    vec2 p = floor(x);
    vec2 f = fract(x);
    f = f*f*(3.0-2.0*f);
    //f = (1.0-cos(f*3.1415927)) * .5;
    float res = mix(mix(Hash(p, scale),
        Hash(p + vec2(1.0, 0.0), scale), f.x),
        mix(Hash(p + vec2(0.0, 1.0), scale),
        Hash(p + vec2(1.0, 1.0), scale), f.x), f.y);
    return res;
	}

	float fBm(in vec2 p, float scale){
    float f = 0.0;
    // Change starting scale to any integer value...
    float amp = 0.25;
    for (int i = 0; i < 10; i++){
        f += Noise(p, scale) * amp;
        amp *= .75;
        // Scale must be multiplied by an integer value...
        scale *= 2.0;
    }
    return f;
	}

	void main () {
		float t = time*.05;
		vec2 pos = vUv;
		
		pos.y *= .1 ;
		pos.x *= 3.0;
		
		float light = dot(mousePosition, -vNormal.xy);
		
		float r = fBm( vec2(sin(t * 1.0) + pos.x, pos.y - (t + 1.0 ) * 2.0),  .0625 );
		float g = fBm( vec2(sin(t * 2.0) + pos.x, pos.y - (t + 2.2 ) * 3.0), .125);
		float b = fBm( vec2(sin(t * 3.0) + pos.x, pos.y - (t + 3.5 ) * 4.0), .250 );
		
		float r1 = fract(r * 20.0 + 10.0 * sin( t * 5.0) );
		float g1 = fract(g * 20.0 + 10.0 * sin( t * 5.0 + PI/2.0) ); 
		float b1 = fract(b * 20.0 + 10.0 * sin( t * 5.0 + PI) );
		
		vec3 col = vec3(r1,g1,b1);
		col *= sin(vUv.y * PI) * (max(0.2, light + .4));
		gl_FragColor = vec4(col, 1.0);
	}
</script>  

<script type="x-shader/x-vertex" id="vertTunnelShader">  
  attribute vec3 normal;
	attribute vec3 position;
	attribute vec2 uv;
	uniform mat4 projectionMatrix;
	uniform mat4 modelViewMatrix;
	uniform mat3 normalMatrix;
	uniform float time;
	uniform vec2 mousePosition;
	varying vec2 vUv;
	varying vec3 vPos;
	varying vec3 vNormal;
	varying float vDisplacement;
	
	float rand(vec2 co){
		return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}
	float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
	vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
	
	float cnoise(vec2 P){
			vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
			vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
			Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
			vec4 ix = Pi.xzxz;
			vec4 iy = Pi.yyww;
			vec4 fx = Pf.xzxz;
			vec4 fy = Pf.yyww;
			vec4 i = perm(perm(ix) + iy);
			vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
			vec4 gy = abs(gx) - 0.5;
			vec4 tx = floor(gx + 0.5);
			gx = gx - tx;
			vec2 g00 = vec2(gx.x,gy.x);
			vec2 g10 = vec2(gx.y,gy.y);
			vec2 g01 = vec2(gx.z,gy.z);
			vec2 g11 = vec2(gx.w,gy.w);
			vec4 norm = 1.79284291400159 - 0.85373472095314 *
			vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
			g00 *= norm.x;
			g01 *= norm.y;
			g10 *= norm.z;
			g11 *= norm.w;
			float n00 = dot(g00, vec2(fx.x, fy.x));
			float n10 = dot(g10, vec2(fx.y, fy.y));
			float n01 = dot(g01, vec2(fx.z, fy.z));
			float n11 = dot(g11, vec2(fx.w, fy.w));
			vec2 fade_xy = fade(Pf.xy);
			vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
			float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
			return 2.3 * n_xy;
	}
	
	void main() {
		vUv = uv;
		vPos = position;
		vNormal = normal;
		float t = time * .1;
		float displacement = cnoise( vec2 (normal.x * 2.0 + t, normal.y * 2.0 + t ) ) ;
		vNormal *= displacement * 3.0;
		vPos += vNormal;
		gl_Position = projectionMatrix * modelViewMatrix * vec4 ( vPos, 1.0);
	}
</script>

<script type="x-shader/x-fragment" id="fragStarsShader">
	precision highp float;

	uniform float time;
	uniform vec2 mousePosition;
	varying vec2 vUv;
	varying float vDisplacement;
	
	float PI = 3.141592;
	
	float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}

	float rand(vec2 co){
		return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}

	float noise(vec3 p){
			vec3 a = floor(p);
			vec3 d = p - a;
			d = d * d * (3.0 - 2.0 * d);

			vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
			vec4 k1 = perm(b.xyxy);
			vec4 k2 = perm(k1.xyxy + b.zzww);

			vec4 c = k2 + a.zzzz;
			vec4 k3 = perm(c);
			vec4 k4 = perm(c + 1.0);

			vec4 o1 = fract(k3 * (1.0 / 41.0));
			vec4 o2 = fract(k4 * (1.0 / 41.0));

			vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
			vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

			return o4.y * d.y + o4.x * (1.0 - d.y);
	}
	
	float fbm(vec2 pos, float t){
		float r;
					r 	= 	noise( vec3( pos, t ) * 01.0 ) * 01.0000;
					r 	+= 	noise( vec3( pos, t ) * 02.0 ) * 00.5000;
					r 	+= 	noise( vec3( pos, t ) * 04.0 ) * 00.2500;
					r 	+= 	noise( vec3( pos, t ) * 08.0 ) * 00.1250;
					r 	+= 	noise( vec3( pos, t ) * 16.0 ) * 00.0625;
		return r / 1.9375;
	}

	void main () {
		
		float t = time*.3;// + sin(time) * .2;
		vec2 pos = vUv - vec2(.5,.5);
		
		float d = length(pos);
		float a = dot(vec2(0.0, 1.0), normalize(pos));
		
		vec2 polCoord = vec2(d,a);
		
		float cloud = fbm( vec2(d * 5.0 - t * 1.0, a * 1.0 + t), t * 5.1);
		
		
		cloud *= pow( (1.0 - d* 2.0), 3.0) * 3.0;
		
		float r = cloud * mousePosition.x;
		float g = cloud * mousePosition.y;
		float b = cloud;
		
		vec3 col = vec3(r,g,b);
		gl_FragColor = vec4(col, 1.0);
	}
</script>  

<script type="x-shader/x-vertex" id="vertStarsShader">  
  attribute vec3 normal;
	attribute vec3 position;
	attribute vec2 uv;
	uniform mat4 projectionMatrix;
	uniform mat4 modelViewMatrix;
	uniform mat3 normalMatrix;
	uniform float time;
	uniform vec2 mousePosition;
	varying vec2 vUv;
	varying vec3 vPos;
	varying float vDisplacement;
	
	float rand(vec2 co){
		return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}
	float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
	vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
	
	float cnoise(vec2 P){
			vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
			vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
			Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
			vec4 ix = Pi.xzxz;
			vec4 iy = Pi.yyww;
			vec4 fx = Pf.xzxz;
			vec4 fy = Pf.yyww;
			vec4 i = perm(perm(ix) + iy);
			vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
			vec4 gy = abs(gx) - 0.5;
			vec4 tx = floor(gx + 0.5);
			gx = gx - tx;
			vec2 g00 = vec2(gx.x,gy.x);
			vec2 g10 = vec2(gx.y,gy.y);
			vec2 g01 = vec2(gx.z,gy.z);
			vec2 g11 = vec2(gx.w,gy.w);
			vec4 norm = 1.79284291400159 - 0.85373472095314 *
			vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
			g00 *= norm.x;
			g01 *= norm.y;
			g10 *= norm.z;
			g11 *= norm.w;
			float n00 = dot(g00, vec2(fx.x, fy.x));
			float n10 = dot(g10, vec2(fx.y, fy.y));
			float n01 = dot(g01, vec2(fx.z, fy.z));
			float n11 = dot(g11, vec2(fx.w, fy.w));
			vec2 fade_xy = fade(Pf.xy);
			vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
			float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
			return 2.3 * n_xy;
	}
	
	void main() {
		vUv = uv;
		vPos = position;
		//float t = time * 2.0;
		//float displacement = cnoise( vec2 (normal.x + t, normal.y + t ) ) ;
		//vPos += normal * displacement * 2.0;
		gl_Position = projectionMatrix * modelViewMatrix * vec4 ( vPos, 1.0);
	}
</script>

              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css?family=Josefin+Sans:400');

body{
	overflow: hidden;
}

.world{
  position: absolute;
  width:100%;
  height:100%;
  background: #000;
}
#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:"Josefin Sans", sans-serif;
  color:#555555;
  font-size:0.7em;
  text-transform: uppercase;
  text-align : center;
}
#credits a {
  color:#999999;
	text-decoration: none;
}

              
            
!

JS

              
                class World {
  constructor(width, height) {

    this.renderer = new THREE.WebGLRenderer({
      alpha: true,
      antialias: true
    });
    this.renderer.setPixelRatio(1);
    this.renderer.setSize(width, height);
    this.container = document.getElementsByClassName("world")[0];
    this.scene = new THREE.Scene();
    this.width = width;
    this.height = height;
    this.aspectRatio = width / height;
    this.fieldOfView = 50;
    var nearPlane = .1;
    var farPlane = 20000;
    this.camera = new THREE.PerspectiveCamera(this.fieldOfView, this.aspectRatio, nearPlane, farPlane);
		this.camera.position.z = 300;
		this.container.appendChild(this.renderer.domElement);
    this.timer = 0;
    this.createPlane();
		this.render();
  }

  createPlane(){
    this.tunnelmaterial = new THREE.RawShaderMaterial({
      vertexShader: document.getElementById( 'vertTunnelShader' ).textContent,
      fragmentShader: document.getElementById('fragTunnelShader').textContent,
			side: THREE.BackSide,
      uniforms: { 
				time: { type: 'f', value: 0 },
				mousePosition: {type: 'v2', value: new THREE.Vector2( 0.5, 0.5 ) }
    	}
    });
    this.tunnelGeometry = new THREE.CylinderGeometry( 40, 40, 250, 50, 1, true);
		this.tunnelGeometry.applyMatrix( new THREE.Matrix4().makeRotationX(PI/2));
		this.tunnelGeometry.applyMatrix( new THREE.Matrix4().makeTranslation(0,0,125));
    this.tunnel = new THREE.Mesh(this.tunnelGeometry, this.tunnelmaterial);
		this.scene.add(this.tunnel);
		
		this.starsMaterial = new THREE.RawShaderMaterial({
      vertexShader: document.getElementById( 'vertStarsShader' ).textContent,
      fragmentShader: document.getElementById('fragStarsShader').textContent,
			uniforms: { 
				time: { type: 'f', value: 0 },
				mousePosition: {type: 'v2', value: new THREE.Vector2( 0.5, 0.5 ) }
    	}
    });
		
		this.starsGeometry = new THREE.PlaneGeometry(120,120,1,1);
		this.stars = new THREE.Mesh(this.starsGeometry, this.starsMaterial);
		this.stars.position.z = -10;
		this.scene.add(this.stars);
  }
	
  render() {
    this.timer+=.01;
		this.tunnel.material.uniforms.time.value = this.timer;
		this.stars.material.uniforms.time.value = this.timer;
    this.renderer.render(this.scene, this.camera);
  }

  loop() {
    this.render();
		requestAnimationFrame(this.loop.bind(this));
  }

  updateSize(w, h) {
    this.renderer.setSize(w, h);
    this.camera.aspect = w / h;
    this.camera.updateProjectionMatrix();
  }
  mouseMove(mousePos) {
		if (this.tunnel){
			this.tunnel.material.uniforms.mousePosition.value = new THREE.Vector2(mousePos.px, -mousePos.py);
			this.tunnel.rotation.y = -mousePos.px*.05;
			this.tunnel.rotation.x = -mousePos.py*.05;
			
			this.stars.material.uniforms.mousePosition.value = new THREE.Vector2(mousePos.px, -mousePos.py);
			
		}
  }
};

document.addEventListener("DOMContentLoaded", domIsReady);
let mousePos = {x:0, y:0, px:0, py:0};
let PI = Math.PI;
let world;

function domIsReady() {
    world = new World(this.container, this.renderer, window.innerWidth, window.innerHeight);
    window.addEventListener('resize', handleWindowResize, false);
    document.addEventListener("mousemove", handleMouseMove, false);
    handleWindowResize();
    world.loop();
}

function handleWindowResize() {
    world.updateSize(window.innerWidth, window.innerHeight);
}

function handleMouseMove(e) {
    mousePos.x = e.clientX;
    mousePos.y = e.clientY;
    mousePos.px = mousePos.x / window.innerWidth * 2 - 1;
    mousePos.py = mousePos.y / window.innerHeight * 2 - 1;
    world.mouseMove(mousePos);
}
              
            
!
999px

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