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HTML

              
                <div id="webgl"></div>
<script id="vertexShader" type="x-shader/x-vertex">
  varying vec2 vUv;
  uniform float uTime;
  float PI = 3.1415925;
  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;
}
  varying float vNoise;
  
  void main() {
    vec3 newPosition = position;
    float noise = cnoise(vec3(position.x * 5.0, position.y * 5.0 + uTime * 0.2, 0));
    // newPosition.z += 0.25 * sin(newPosition.x * 20.0);
    // newPosition.z += 0.1 * sin((newPosition.x + 0.25 + uTime * 0.1) *2.0 * PI);
    newPosition.z += 0.2 * noise;
    
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    vUv = uv;
    vNoise = noise;
  }
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
  uniform float uTime;
  uniform sampler2D oceanTexture;

varying vec2 vUv;
varying float vNoise;

void main() {
  vec3 color1 = vec3(1.0, 0.0, 0.0);
  vec3 color2 = vec3(1.0, 1.0, 1.0);
  vec3 finalcolor = mix(color1, color2, vNoise + 0.5);
  vec2 newUv = vUv; 
  newUv = vec2(newUv.x, newUv.y  + 0.01 * sin(newUv.x * 10. + uTime * 0.5));
  vec4 oceanView = texture2D(oceanTexture, newUv);
  gl_FragColor = vec4(finalcolor, 1.0);
    gl_FragColor = oceanView;
}
</script>
              
            
!

CSS

              
                * {
  margin: 0;
  padding: 0;
}

html,
body {
  overflow: hidden;
  width: 100%;
  height: 100vh;
}

#webgl {
  position: fixed;
  top: 0;
  left: 0;
  outline: none;
  width: 100vw;
  height: 100vh;
  background: black;
}

              
            
!

JS

              
                /**
 * Debug
 */
// const gui = new dat.GUI({ closed: true });

let imageUrl =
  "https://images.ctfassets.net/i3kf1olze1gn/1Zv9xSZpFo1v0FMpsWi6i7/e78d8d103af0f647539de1e7daf19229/hero-image-july.jpg?h=720&q=55&w=1280";

class Sketch {
  constructor(options) {
    this.scene = new THREE.Scene();
    this.container = options.el;
    this.width = this.container.offsetWidth;
    this.height = this.container.offsetHeight;
    this.renderer = new THREE.WebGLRenderer();
    this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
    this.renderer.setSize(this.width, this.height);
    this.renderer.setClearColor("#000", 1);
    this.container.appendChild(this.renderer.domElement);
    this.camera = new THREE.PerspectiveCamera(
      70,
      this.width / this.height,
      0.01,
      50
    );
    // this.camera.position.z = 1;

    this.camera.position.set(0, 0, 7);

    this.controls = new THREE.OrbitControls(
      this.camera,
      this.renderer.domElement
    );
    this.time = 0;
    this.fragmentShader = options.fragmentShader;
    this.vertexShader = options.vertexShader;

    this.addObjects();
    this.resize();
    this.render();
    this.setupResize();
  }

  setupResize() {
    window.addEventListener("resize", this.resize.bind(this));
  }

  resize() {
    this.width = this.container.offsetWidth;
    this.height = this.container.offsetHeight;
    this.renderer.setSize(this.width, this.height);
    this.camera.aspect = this.width / this.height;
    this.camera.updateProjectionMatrix();
  }

  addObjects() {
    this.geometry = new THREE.PlaneGeometry(16, 9, 1, 1);
    this.material = new THREE.ShaderMaterial({
      vertexShader: this.vertexShader,
      fragmentShader: this.fragmentShader,
      side: THREE.DoubleSide,
      wireframe: false,
      uniforms: {
        uTime: { value: 0 },
        uColorStart: { value: new THREE.Color("#ec008c") },
        uColorEnd: { value: new THREE.Color("#ffffff") },
        oceanTexture: { value: new THREE.TextureLoader().load(imageUrl) }
      }
    });
    this.material2 = new THREE.MeshNormalMaterial();
    this.mesh = new THREE.Mesh(this.geometry, this.material);
    // this.mesh.rotation.x = -Math.PI * 0.5;
    this.scene.add(this.mesh);
  }

  render() {
    this.time += 0.05;
    this.material.uniforms.uTime.value = this.time;
    // this.mesh.rotation.x = this.time / 6;
    // this.mesh.rotation.y = this.time / 12;
    window.requestAnimationFrame(this.render.bind(this));
    this.renderer.render(this.scene, this.camera);
  }
}

new Sketch({
  el: document.getElementById("webgl"),
  vertexShader: document.getElementById("vertexShader").innerText,
  fragmentShader: document.getElementById("fragmentShader").innerText
});

              
            
!
999px

Console