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HTML

              
                <div class="world"></div>
<div class="haiku">Shrouded in cloud, gods<br/>
Vent their anger, spewing out<br/>
Death and destruction
</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="fragmentShader">
	precision highp float;

	varying vec2 vUv;
	varying float vElevation;
	uniform float uHue;
	
	float hue2rgb(float f1, float f2, float hue) {
			if (hue < 0.0)
					hue += 1.0;
			else if (hue > 1.0)
					hue -= 1.0;
			float res;
			if ((6.0 * hue) < 1.0)
					res = f1 + (f2 - f1) * 6.0 * hue;
			else if ((2.0 * hue) < 1.0)
					res = f2;
			else if ((3.0 * hue) < 2.0)
					res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
			else
					res = f1;
			return res;
	}

	vec3 hsl2rgb(vec3 hsl) {
			vec3 rgb;

			if (hsl.y == 0.0) {
					rgb = vec3(hsl.z); // Luminance
			} else {
					float f2;

					if (hsl.z < 0.5)
							f2 = hsl.z * (1.0 + hsl.y);
					else
							f2 = hsl.z + hsl.y - hsl.y * hsl.z;

					float f1 = 2.0 * hsl.z - f2;

					rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
					rgb.g = hue2rgb(f1, f2, hsl.x);
					rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
			}
			return rgb;
	}

	vec3 hsl2rgb(float h, float s, float l) {
			return hsl2rgb(vec3(h, s, l));
	}

	void main () {
		float hue = uHue + vElevation * .05;
		hue += smoothstep(.6, 1.0, vElevation) * .2;
		
		float highlight = sin ( smoothstep(.6, .91, vElevation) * 3.14 );
		
		hue += highlight * .1;
		
		float saturation = vElevation * 1.1;
		float darkborders = sin(vUv.x * 3.14) * sin(vUv.y * 3.14);
		float brightness = pow( darkborders * .3 + vElevation, 3.5);
		brightness *= .5 + smoothstep(.6, 1.0, vElevation) * .5;
		
		brightness += highlight * .2;
		vec3 col = hsl2rgb(hue, saturation, brightness);
		
		gl_FragColor = vec4(col, 1.0);
	}
</script>  

<script type="x-shader/x-vertex" id="vertexShader">  
  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 float vElevation;
	
	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() {
		vUv = uv;
		float t = time*.3 + sin(time) * .2;
		float t2 = time*.1 + cos(time * .2) * .05;
		vec2 pos = vUv * 2.0;
		
		vec2 displacement = vec2(t, t2) + (2.0 + mousePosition * .5);
		
		float p = fbm( displacement * 2.0 + pos * 2.0, t * 1.1);
		vec2 pos2 = pos + vec2(p);
		
		float q = fbm( displacement * 3.0 + pos2 * 2.0, t * 1.23); 
		vec2 pos3 = pos + vec2(q);
		
		float r = fbm( displacement * 4.0 + pos3 * 2.0, t * 1.23); 
		vec2 pos4 = pos + vec2(r);
		
		float s = fbm( displacement * 5.0 + pos4 * 2.0, t * 1.32);
		
		float d = length( vUv - (.5 + mousePosition));
		
		float ratioElevation = pow( (1.0 - d), 5.0);
		
		vElevation = s + .1 + ratioElevation * .2;
		
		vElevation *= 1.0 - smoothstep(0.0, 1.0, length(uv - .5));
		
		vec3 finalPos = position;
		finalPos.z = -30.0 + pow( s + ratioElevation, 2.0) * 20.0;
	
		gl_Position = projectionMatrix * modelViewMatrix * vec4 ( finalPos, 1.0);
	}
</script>

              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css?family=Josefin+Sans:300');

body{
	overflow: hidden;
}
canvas { 
	display: block; 
}

.world{
  position: absolute;
  width:100%;
  height:100%;
  background: #000;
}

.haiku{
  position: absolute;
  color: #fff;
	width:400px;
  font-size: 14px;
  font-family: "Josefin Sans";
	text-transform: uppercase;
  text-align: right;
	letter-spacing: 3px;
	line-height: 1.5;
  top: 50%;
  left: calc(50% - 200px);
  transform: translate(-50%, -50%);
	user-select: none;
	cursor: default;
}

.by{
	font-size: 10px;
	letter-spacing: 6px;
	color: hsl(180deg, 100%, 50%);
}

#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:"Josefin Sans", sans-serif;
  color:#0000ff;
  font-size:0.7em;
  text-transform: uppercase;
  text-align : center;
}
#credits a {
  color:#ff0000;
	text-decoration: none;
}

              
            
!

JS

              
                class World {
  constructor(width, height) {

    this.renderer = new THREE.WebGLRenderer({
      alpha: true,
      antialias: true
    });
    this.renderer.setPixelRatio(window.devicePixelRatio);
    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.targetRotX1 = Math.PI/3;
		this.targetRotX2 = -Math.PI/3;
		this.targetRotY1 = 0;
		this.targetRotY2 = 0;
		
    this.camera = new THREE.PerspectiveCamera(this.fieldOfView, this.aspectRatio, nearPlane, farPlane);
		this.camera.position.z = 250;
		this.container.appendChild(this.renderer.domElement);
    this.timer = 0;
    this.createPlanes();
		this.render();
  }

  createPlanes(){
    this.material = new THREE.RawShaderMaterial({
      vertexShader: document.getElementById( 'vertexShader' ).textContent,
      fragmentShader: document.getElementById('fragmentShader').textContent,
			uniforms: { 
				time: { type: 'f', value: 5 },
				uHue: { type: 'f', value: .95 },
				mousePosition: {type: 'v2', value: new THREE.Vector2( 0.5, 0.5 ) }
    	}
    });
		
		this.material2 = this.material.clone();
		this.material2.uniforms.time.value = 5;
		this.material2.uniforms.uHue.value = .6;
		
    this.shapeGeometry = new  THREE.PlaneGeometry(200, 200, 256, 256);
		
    this.shape = new THREE.Mesh(this.shapeGeometry, this.material);
		this.shape.position.y = 50;
		this.shape.rotation.x = Math.PI/3;
		
		this.shape2 = new THREE.Mesh(this.shapeGeometry, this.material2);
		this.shape2.position.y = -50;
		this.shape2.rotation.x = -Math.PI/3;
		
		this.scene.add(this.shape);
		this.scene.add(this.shape2);
  }
	
  render() {
    this.timer+=.01;
		
		this.shape2.rotation.y += (this.targetRotY2 - this.shape2.rotation.y) * .05;
		this.shape2.rotation.x += (this.targetRotX2 - this.shape2.rotation.x) * .05;
		
		this.shape.rotation.y += (this.targetRotY1 - this.shape.rotation.y) * .05;
		this.shape.rotation.x += (this.targetRotX1 - this.shape.rotation.x) * .05;
		
		
		this.shape.material.uniforms.time.value = this.timer;
		this.shape2.material.uniforms.time.value = this.timer;
    this.renderer.render(this.scene, this.camera);
  }

  loop() {
    this.render();
		//this.shape.rotation.z += .005;
		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.shape){
			this.shape.material.uniforms.mousePosition.value = new THREE.Vector2(mousePos.px, -mousePos.py);
			this.targetRotY1 = mousePos.px * .5;
			this.targetRotX1 = Math.PI/3 - mousePos.py * .3;
			
			this.shape2.material.uniforms.mousePosition.value = new THREE.Vector2(mousePos.px, mousePos.py);
			this.targetRotY2 = mousePos.px * .5;
			this.targetRotX2 = -Math.PI/3 - mousePos.py * .3;
		}
  }
};

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);
		document.addEventListener("touchmove", handleMouseMove, false);
    handleWindowResize();
    world.loop();
}

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

function handleMouseMove(e) {
   if ((e.clientX)&&(e.clientY)) {  
		mousePos.x = e.clientX;
    mousePos.y = e.clientY;
		mousePos.px = mousePos.x / window.innerWidth * 2 - 1;
  	mousePos.py = mousePos.y / window.innerHeight * 2 - 1;
	}else if (e.targetTouches) {
		mousePos.x = e.targetTouches[0].clientX;
		mousePos.y = e.targetTouches[0].clientY;
		mousePos.px = mousePos.x / window.innerWidth * 2 - 1;
  	mousePos.py = mousePos.y / window.innerHeight * 2 - 1;
		mousePos.px *= 1.5;
  	mousePos.py *= 1.5;
		e.preventDefault();
	}
  world.mouseMove(mousePos);
}
              
            
!
999px

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