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<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 + sin(vUv.y)*.5;
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) * .1;
//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*.5;// + sin(time) * .2;
float t2 = time*.1 + cos(time * .2) * .05;
vec2 pos = vUv * (2.0 + vUv.y);
vec2 displacement = vec2(t2, t) + (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, .5) * 40.0;
gl_Position = projectionMatrix * modelViewMatrix * vec4 ( finalPos, 1.0);
}
</script>
@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;
}
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.shape.rotation.z = Math.PI;
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);
}
Also see: Tab Triggers