Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <script id="shader-fs" type="x-shader/x-fragment">

#define PI 3.14159265359
#define TWO_PI PI * 2.0


precision mediump float;

uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;

vec3 rotateX(vec3 p, float theta) {
    float c = cos(-theta);
    float s = sin(-theta);

    mat3 m = mat3(vec3(1, 0.0, 0.0),
                  vec3(0.0, c, -s),
                  vec3(0.0, s, c));
    return m * p;
}


vec3 rotateY(vec3 p, float theta) {
    float c = cos(-theta);
    float s = sin(-theta);

    mat3 m = mat3(vec3(c, 0.0, s),
                  vec3(0.0, 1.0, 0.0),
                  vec3(-s, 0.0, c));
    return m * p;
}

vec3 rotateZ(vec3 p, float theta) {
    float c = cos(-theta);
    float s = sin(-theta);

    mat3 m = mat3(vec3(c, -s, 0.0),
                  vec3(s, c, 0.0),
                  vec3(0.0, 0.0, 1.0));
    return m * p;
}

vec3 translate(vec3 p, vec3 t) {
    mat4 m = mat4(vec4(1.0, 0.0, 0.0, 0.0),
                  vec4(0.0, 1.0, 0.0, 0.0),
                  vec4(0.0, 0.0, 1.0, 0.0),
                  vec4(-t.x, -t.y, -t.z, 1.0));

    return (m * vec4(p, 1.0)).xyz;
}

float calcBoxDistance(vec3 p, vec3 size) {
    return length(max(abs(p) - size, 0.0));
}

float calcSphereDistance(vec3 p, float size) {
    return length(p) - size;
}

float calcDistance(vec3 p) {
    float t = u_time * 0.001;
    vec2 mouse = (u_mouse * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);

    vec3 q = p;
    q = rotateX(q, mouse.x * PI);
    q = rotateY(q, mouse.x * PI);
    q = rotateZ(q, mouse.x * PI);

    vec3 p1 = translate(q, vec3(-0.5, 0.0, 0.0));
    float d1 = calcBoxDistance(p1, vec3(0.2));

    vec3 p2 = translate(q, vec3(0.5, 0.0, 0.0));
    p2 = rotateX(p2, mouse.y * PI);
    p2 = rotateY(p2, mouse.y * PI);
    p2 = rotateZ(p2, mouse.y * PI);
    float d2 = calcBoxDistance(p2, vec3(0.2));
    return min(d1, d2);
}

vec3 calcNormal(vec3 p) {
    float delta = 0.00001;
    return normalize(vec3(
        calcDistance(p + vec3(delta, 0.0, 0.0)) - calcDistance(p - vec3(delta, 0.0, 0.0)),
        calcDistance(p + vec3(0.0, delta, 0.0)) - calcDistance(p - vec3(0.0, delta, 0.0)),
        calcDistance(p + vec3(0.0, 0.0, delta)) - calcDistance(p - vec3(0.0, 0.0, delta))
    ));
}

void main(void) {
    vec2 st = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);

    vec3 cameraPosition = vec3(0.0, 0.0, 5.0);
    vec3 rayDirection = normalize(vec3(st, 0.0) - cameraPosition);
    vec3 rayPosition = cameraPosition;
    float radian = u_time * 0.0003;
    vec3 lightPosition = vec3(5.0, 5.0, 5.0);
    vec3 color = vec3(0.0);
    float d;
    for (int i = 0; i < 64; i++) {
        d = calcDistance(rayPosition);
        rayPosition += rayDirection * d;
    }

    if (d < 0.0001) {
        vec3 normal = calcNormal(rayPosition);
        float weight = dot(normal, normalize(lightPosition));
        color = vec3(1.0) * max(weight, 0.0) + vec3(0.1);
    }

    gl_FragColor = vec4(color, 1.0);
}

</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 position;

void main(void) {
  gl_Position = vec4(position, 1.0);
}
</script>
<canvas id="canvas">
</canvas>
              
            
!

CSS

              
                    body {
      margin: 0;
      overflow: hidden;
    }
              
            
!

JS

              
                var canvas;
var gl;

window.onload = function() {
  var fragmentShader, vertexShader;
  var shaderProgram;
  var mouse;
  var startTime;
  var positionAttribute;
  var timeUniformLocatoin, mouseUniformLocation, resolutionUniformLocation;
  var verticesBuffer;
  var vertices;

  canvas = document.getElementById("canvas");
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");

  if (!gl) {
    console.error('can not get context');
    return;
  }

  canvas.addEventListener('mousemove', function(e) {
    mouse = [e.offsetX, canvas.height - e.offsetY];
  });
  mouse = [0, 0];
  startTime = new Date().getTime();

  fragmentShader = getShader('shader-fs');
  vertexShader = getShader('shader-vs');
  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    console.error('can not initialize shader program');
    return;
  }

  gl.useProgram(shaderProgram);
  positionAttribute = gl.getAttribLocation(shaderProgram, 'position');
  gl.enableVertexAttribArray(positionAttribute);

  timeUniformLocatoin = gl.getUniformLocation(shaderProgram, 'u_time');
  mouseUniformLocation = gl.getUniformLocation(shaderProgram, 'u_mouse');
  resolutionUniformLocation = gl.getUniformLocation(shaderProgram, 'u_resolution');

  verticesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
  vertices = [
    1.0, 1.0, 0.0,
    -1.0, 1.0, 0.0,
    1.0, -1.0, 0.0,
    -1.0, -1.0, 0.0
  ];
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  render();

  function getShader(id) {
    var shaderScript, shader;

    shaderScript = document.getElementById(id);
    if(!shaderScript) {
      return null;
    }

    if (shaderScript.type == 'x-shader/x-fragment') {
      shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == 'x-shader/x-vertex') {
      shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
      return null;
    }

    gl.shaderSource(shader, shaderScript.text);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      console.error('can not comple shader source');
      console.error(gl.getShaderInfoLog(shader));
      return null;
    }

    return shader;
  }

  function render() {
    var time, resolution;

    requestAnimationFrame(render);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    time = (new Date().getTime() - startTime);
    resolution = [canvas.width, canvas.height];
    gl.uniform1f(timeUniformLocatoin, time);
    gl.uniform2fv(mouseUniformLocation, mouse);
    gl.uniform2fv(resolutionUniformLocation, resolution);

    gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
    gl.vertexAttribPointer(verticesBuffer, 3, gl.FLOAT, false, 0, 0);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    gl.flush();
  }
}

window.onresize = function() {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    gl.viewport(0, 0, canvas.width, canvas.height);
}

              
            
!
999px

Console