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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <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>

            
          
!
            
              @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.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);
}
            
          
!
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