<canvas class="webgl"></canvas>
<script id="firefliesVertexShader" type="x-shader/x-vertex">
uniform float uPixelRatio;
uniform float uSize;
uniform float uTime;
attribute float aScale;
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
modelPosition.y += sin(uTime + modelPosition.x * 100.0) * aScale * 0.2;
modelPosition.z += cos(uTime + modelPosition.x * 100.0) * aScale * 0.2;
modelPosition.x += cos(uTime + modelPosition.x * 100.0) * aScale * 0.2;
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectionPostion = projectionMatrix * viewPosition;
gl_Position = projectionPostion;
gl_PointSize = uSize * aScale * uPixelRatio;
gl_PointSize *= (1.0 / - viewPosition.z);
}
</script>
<script id="firefliesFragmentShader" type="x-shader/x-fragment">
void main() {
float distanceToCenter = distance(gl_PointCoord, vec2(0.5));
float strength = 0.05 / distanceToCenter - 0.1;
gl_FragColor = vec4(1.0, 1.0, 1.0, strength);
}
</script>
<script id="portalVertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectionPosition = projectionMatrix * viewPosition;
gl_Position = projectionPosition;
vUv = uv;
}
</script>
<script id="portalFragmentShader" type="x-shader/x-fragment">
uniform float uTime;
uniform vec3 uColorStart;
uniform vec3 uColorEnd;
varying vec2 vUv;
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void main() {
// Displace UV by adding perlin nouise
vec2 displacedUv = vUv + cnoise(vec3(vUv * 7.0, uTime * 0.1));
// Perlin noise
float strength = cnoise(vec3(displacedUv * 5.0, uTime * 0.2));
// Outer glow
float outerGlow = distance(vUv, vec2(0.5)) * 5.0 - 1.4;
strength += outerGlow;
// Step
strength += step(-0.2, strength) * 0.8;
// Clamp
strength = clamp(strength, 0.0, 1.0);
// Final Color
vec3 color = mix(uColorStart, uColorEnd, strength);
gl_FragColor = vec4(color, 1.0);
}
</script>
* {
margin: 0;
padding: 0;
}
html,
body {
overflow: hidden;
}
.webgl {
position: fixed;
top: 0;
left: 0;
outline: none;
}
View Compiled
const portalVertexShader = document.getElementById("portalVertexShader")
.textContent;
const portalFragmentShader = document.getElementById("portalFragmentShader")
.textContent;
const firefliesVertexShader = document.getElementById("firefliesVertexShader")
.textContent;
const firefliesFragmentShader = document.getElementById(
"firefliesFragmentShader"
).textContent;
const debugObject = {
clearColor: "#1e2243",
portalColorStart: "#b91fac",
portalColorEnd: "#ffebf3"
};
// Canvas
const canvas = document.querySelector("canvas.webgl");
// Scene
const scene = new THREE.Scene();
/**
* Loaders
*/
// Texture loader
const textureLoader = new THREE.TextureLoader();
// GLTF loader
const gltfLoader = new THREE.GLTFLoader();
const bakedTexture = textureLoader.load(
"https://assets.codepen.io/22914/baked-02.jpg"
);
bakedTexture.encoding = THREE.sRGBEncoding;
/**
* Materials
*/
// baked material
const bakedMaterial = new THREE.MeshBasicMaterial({ map: bakedTexture });
// Do not flip the Y axes of the texture which is on by default for some reason
bakedTexture.flipY = false;
// Pole light material
const poleLightMaterial = new THREE.MeshBasicMaterial({ color: "#f0bf94" });
// PortalLightMaterial
const portalLightMaterial = new THREE.ShaderMaterial({
vertexShader: portalVertexShader,
fragmentShader: portalFragmentShader,
transparent: false,
blending: THREE.AdditiveBlending,
uniforms: {
uTime: { value: 0 },
uColorStart: { value: new THREE.Color(debugObject.portalColorStart) },
uColorEnd: { value: new THREE.Color(debugObject.portalColorEnd) }
}
});
/**
* Model
*/
gltfLoader.load("https://assets.codepen.io/22914/portal-2.glb", (gltf) => {
const bakedMesh = gltf.scene.children.find((child) => child.name === "baked");
bakedMesh.material = bakedMaterial;
const portalLight = gltf.scene.children.find(
(child) => child.name === "portalCircle"
);
portalLight.material = portalLightMaterial;
gltf.scene.children
.filter((child) => child.name.includes("lampLight"))
.forEach((light) => {
light.material = poleLightMaterial;
});
scene.add(gltf.scene);
});
/**
* Fireflies
*/
// Geometry
const firefliesGeometry = new THREE.BufferGeometry();
const firefliesCount = 30;
const positionArray = new Float32Array(firefliesCount * 3);
const scaleArray = new Float32Array(firefliesCount);
for (let i = 0; i < firefliesCount; i++) {
new THREE.Vector3(
(Math.random() - 0.5) * 4,
Math.random() * 1.5,
(Math.random() - 0.5) * 4
).toArray(positionArray, i * 3);
scaleArray[i] = Math.random();
scaleArray[i] = Math.random();
}
firefliesGeometry.setAttribute(
"position",
new THREE.BufferAttribute(positionArray, 3)
);
firefliesGeometry.setAttribute(
"aScale",
new THREE.BufferAttribute(scaleArray, 1)
);
const firefliesMaterial = new THREE.ShaderMaterial({
vertexShader: firefliesVertexShader,
fragmentShader: firefliesFragmentShader,
transparent: true,
uniforms: {
uTime: { value: 0 },
uPixelRatio: { value: Math.min(window.devicePixelRatio, 2) },
uSize: { value: 100 }
},
blending: THREE.AdditiveBlending,
depthWrite: false
});
const fireflies = new THREE.Points(firefliesGeometry, firefliesMaterial);
scene.add(fireflies);
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight
};
window.addEventListener("resize", () => {
// Update sizes
sizes.width = window.innerWidth;
sizes.height = window.innerHeight;
// Update camera
camera.aspect = sizes.width / sizes.height;
camera.updateProjectionMatrix();
// Update renderer
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
/// Update fireflies
firefliesMaterial.uniforms.uPixelRatio.value = Math.min(
window.devicePixelRatio,
2
);
});
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(
45,
sizes.width / sizes.height,
0.1,
100
);
camera.position.x = -4;
camera.position.y = 2;
camera.position.z = -4;
scene.add(camera);
// Controls
const controls = new THREE.OrbitControls(camera, canvas);
controls.enableDamping = true;
// Don't go below the ground
controls.maxPolarAngle = Math.PI / 2 - 0.1;
// Clamp panning
const minPan = new THREE.Vector3(-0.2, -0.2, -0.2);
const maxPan = new THREE.Vector3(2, 2, 2);
const _v = new THREE.Vector3();
controls.addEventListener("change", function () {
_v.copy(controls.target);
controls.target.clamp(minPan, maxPan);
_v.sub(controls.target);
camera.position.sub(_v);
});
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.setClearColor(debugObject.clearColor);
/**
* Animate
*/
const clock = new THREE.Clock();
const tick = () => {
const elapsedTime = clock.getElapsedTime();
firefliesMaterial.uniforms.uTime.value = elapsedTime;
portalLightMaterial.uniforms.uTime.value = elapsedTime;
// Update controls
controls.update();
// Render
renderer.render(scene, camera);
// Call tick again on the next frame
window.requestAnimationFrame(tick);
};
tick();
View Compiled
This Pen doesn't use any external CSS resources.