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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.

            
              <body>
  <canvas id="canvas" width="1400" height="600"></canvas>
</body>
            
          
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              body {
  background-color: #000;    
  margin: 0;
  overflow: hidden;
  background-repeat: no-repeat;
}
            
          
!
            
              var canvas = document.getElementById("canvas");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Initialize the GL context
var gl = canvas.getContext('webgl');
if(!gl){
  console.error("Unable to initialize WebGL.");
}

//Time step
var dt = 0.015;
//Time
var time = 0.0;

//************** Shader sources **************

var vertexSource = `
attribute vec2 position;
void main() {
	gl_Position = vec4(position, 0.0, 1.0);
}
`;

var fragmentSource = `
precision highp float;

uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);

uniform float time;

//Base values modified with depth later
float intensity = 1.0;
float radius = 0.05;

//Distance functions from 
//https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float triangleDist(vec2 p){ 
	const float k = sqrt(3.0);
  p.x = abs(p.x) - 1.0;
  p.y = p.y + 1.0/k;
  if( p.x+k*p.y>0.0 ) p=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0;
  p.x -= clamp( p.x, -2.0, 0.0 );
  return -length(p)*sign(p.y);
}

float boxDist(vec2 p){
  vec2 d = abs(p)-1.0;
  return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
}

float circleDist( vec2 p){
  return length(p) - 1.0;
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
  return pow(radius/dist, intensity);
}

void main(){
    
	vec2 uv = gl_FragCoord.xy/resolution.xy;
  float widthHeightRatio = resolution.x/resolution.y;
  vec2 centre;
  vec2 pos;
	
  float t = time * 0.05;
    
  float dist;
  float glow;
  vec3 col = vec3(0);
    
  //The spacing between shapes
  float scale = 500.0;
  //Number of shapes
  const float layers = 15.0;
    
  float depth;
  vec2 bend;
    
  vec3 purple = vec3(0.611, 0.129, 0.909);
  vec3 green = vec3(0.133, 0.62, 0.698);
    
  float angle;
  float rotationAngle;
  mat2 rotation;
    
  //For movement of the anchor point in time
  float d = 2.5*(sin(t) + sin(3.0*t));

  //Create an out of frame anchor point where all shapes converge to    
  vec2 anchor = vec2(0.5 + cos(d), 0.5 + sin(d));
    
  //Create light purple glow at the anchor loaction
  pos = anchor - uv;
  pos.y /= widthHeightRatio;
  dist = length(pos);
  glow = getGlow(dist, 0.2, 1.9);
  col += glow * vec3(0.7,0.6,1.0);
    
	for(float i = 0.0; i < layers; i++){
        
  	//Time varying depth information depending on layer
    depth = fract(i/layers + t);

    //Move the focus of the camera in a circle
    centre = vec2(0.5 + 0.2 * sin(t), 0.5 + 0.2 * cos(t));
        
   	//Position shapes between the anchor and the camera focus based on depth
   	bend = mix(anchor, centre, depth);
     	
    pos = bend - uv;
   	pos.y /= widthHeightRatio;

    //Rotate shapes
    rotationAngle = 3.14 * sin(depth + fract(t) * 6.28) + i;
    rotation = mat2(cos(rotationAngle), -sin(rotationAngle), 
                    sin(rotationAngle),  cos(rotationAngle));
        
    pos *= rotation;
        
    //Position shapes according to depth
    pos *= mix(scale, 0.0, depth);
    	
    float m = mod(i, 3.0);
    if(m == 0.0){
    	dist = abs(boxDist(pos));
    }else if(m == 1.0){
      dist = abs(triangleDist(pos));
    }else{
    	dist = abs(circleDist(pos));
    }
       
    //Get glow from base radius and intensity modified by depth
    glow = getGlow(dist, radius+(1.0-depth)*2.0, intensity + depth);
        
    //Find angle along shape and map from [-PI; PI] to [0; 1]
    angle = (atan(pos.y, pos.x)+3.14)/6.28;
    //Shift angle depending on layer and map to [1...0...1]
		angle = abs((2.0*fract(angle + i/layers)) - 1.0);
        
    //White core
   	//col += 10.0*vec3(smoothstep(0.03, 0.02, dist));
        
    //Glow according to angle value
    col += glow * mix(green, purple, angle);
	}
    
  //Tone mapping
  col = 1.0 - exp(-col);
    
  //Output to screen
  gl_FragColor = vec4(col,1.0);
}
`;

//************** Utility functions **************

window.addEventListener('resize', onWindowResize, false);

function onWindowResize(){
  canvas.width  = window.innerWidth;
  canvas.height = window.innerHeight;
	gl.viewport(0, 0, canvas.width, canvas.height);
  gl.uniform1f(widthHandle, window.innerWidth);
  gl.uniform1f(heightHandle, window.innerHeight);
}


//Compile shader and combine with source
function compileShader(shaderSource, shaderType){
  var shader = gl.createShader(shaderType);
  gl.shaderSource(shader, shaderSource);
  gl.compileShader(shader);
  if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
  	throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
  }
  return shader;
}

//From https://codepen.io/jlfwong/pen/GqmroZ
//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
  var attributeLocation = gl.getAttribLocation(program, name);
  if (attributeLocation === -1) {
  	throw 'Cannot find attribute ' + name + '.';
  }
  return attributeLocation;
}

function getUniformLocation(program, name) {
  var attributeLocation = gl.getUniformLocation(program, name);
  if (attributeLocation === -1) {
  	throw 'Cannot find uniform ' + name + '.';
  }
  return attributeLocation;
}

//************** Create shaders **************

//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);

//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);

gl.useProgram(program);

//Set up rectangle covering entire canvas 
var vertexData = new Float32Array([
  -1.0,  1.0, 	// top left
  -1.0, -1.0, 	// bottom left
   1.0,  1.0, 	// top right
   1.0, -1.0, 	// bottom right
]);

//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, 'position');

gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
  2, 				// position is a vec2 (2 values per component)
  gl.FLOAT, // each component is a float
  false, 		// don't normalize values
  2 * 4, 		// two 4 byte float components per vertex (32 bit float is 4 bytes)
  0 				// how many bytes inside the buffer to start from
  );

//Set uniform handle
var timeHandle = getUniformLocation(program, 'time');
var widthHandle = getUniformLocation(program, 'width');
var heightHandle = getUniformLocation(program, 'height');

gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);

function draw(){
  //Update time
  time += dt;

	//Send uniforms to program
  gl.uniform1f(timeHandle, time);
  //Draw a triangle strip connecting vertices 0-4
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

  requestAnimationFrame(draw);
}

draw();
            
          
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