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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.

            
              <!--
Perhaps I should try just making 1D perlin noise for performance.
-->
<div id="container"></div>
            
          
!
            
              html, body {
  height: 100%;
  width: 100%;
  background: #111;
}
body {
  display: flex;
  align-items: center;
  justify-content: center;
}
            
          
!
            
              var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '-48px';
stats.domElement.style.right = "0px";
stats.domElement.style.zIndex = 100;
document.getElementById('container').appendChild(stats.domElement);
/*
 * Shader Start
 */
var startTime = Date.now();
PIXI.PerlinFilter = function () {
    var pnoiseChunk = [
        "vec3 mod289(vec3 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 permute(vec4 x)",
        "{",
        " return mod289(((x * 34.0) + 1.0) * x);",
        "}",
        "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);",
        "}",
        "// Classic Perlin noise, periodic variant",
        "float pnoise(vec3 P, vec3 rep)",
        "{",
        " vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period",
        " vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period",
        " Pi0 = mod289(Pi0);",
        " Pi1 = mod289(Pi1);",
        " 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 * (1.0 / 7.0);",
        " vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0);",
        " vec4 gy1 = fract(floor(gx1) * (1.0 / 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;",
        "}",
        "float turb(vec3 P, vec3 rep, float lacunarity, float gain)",
        "{",
        " float sum = 0.0;",
        " float sc = 1.0;",
        " float totalgain = 1.0;",
        " for (float i = 0.0; i < 6.0; i++)",
        " {",
        " sum += totalgain * pnoise(P * sc, rep);",
        " sc *= lacunarity;",
        " totalgain *= gain;",
        " }",
        " return abs(sum);",
        "}"
    ].join("\n");
    var godrayChunk = [
        "vec4 godray(float time)",
        "{",
        " float angle = 30.0;",
        " float xx = cos(radians(angle));",
        " float yy = sin(radians(angle));",
        " vec3 dir = vec3((xx * vTextureCoord.x) + (yy * vTextureCoord.y), (xx * vTextureCoord.x) + (yy * vTextureCoord.y), 0.0);",
        " float noise = turb(dir + vec3(time, 0.0, 62.1 + time), vec3(480.0, 320.0, 480.0), 2.0, 0.5);",
        " noise = mix(noise, 0.0, 0.3);",
        " //fade vertically.",
        " vec4 mist = vec4(noise, noise, noise, 1.0) * vTextureCoord.y; mist.a = 1.0;",
        " return mist;",
        "}"
    ].join("\n");

    PIXI.AbstractFilter.call(this);

    this.passes = [this];

    // set the uniforms
    this.uniforms = {
        time: {
            type: '1f',
            value: 0.0
        },
    };

    this.fragmentSrc = [
        'precision mediump float;',
        'varying vec2 vTextureCoord;',
        'varying vec4 vColor;',
        'uniform float time;',
        'uniform sampler2D uSampler;',
        pnoiseChunk,
        godrayChunk,
        'void main(void) {',
        ' gl_FragColor = texture2D(uSampler, vTextureCoord);',
        'gl_FragColor += godray(time);',
        '}'
    ];
};

PIXI.PerlinFilter.prototype = Object.create(PIXI.AbstractFilter.prototype);
PIXI.PerlinFilter.prototype.constructor = PIXI.PerlinFilter;
Object.defineProperty(PIXI.PerlinFilter.prototype, 'time', {
    get: function () {
        return this.uniforms.time.value;
    },
    set: function (value) {
        this.uniforms.time.value = value;
    }
});

/*
 * Pixi Start
 */
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
var stage = new PIXI.Stage(0xaa0322);
var renderer = new PIXI.WebGLRenderer(960, 640);
document.getElementById('container').appendChild(renderer.view);

var container = new PIXI.DisplayObjectContainer();
container.scale.x = container.scale.y = 2;
stage.addChild(container);

var tex = new PIXI.Graphics();
tex.beginFill(0x000000);
tex.drawRect(0, 0, 480, 320);
tex.endFill();
var filter = new PIXI.PerlinFilter();
container.filters = [filter];
container.addChild(tex);                                

requestAnimFrame(animate);

function animate() {
    filter.time = 0.00002 * (Date.now() - startTime);
    requestAnimFrame(animate);
    renderer.render(stage);
    stats.update();
}
            
          
!
999px
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