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              <canvas id="main"></canvas>
<a href="https://twitter.com/JacksonJosephWD" target="_blank">@JacksonJosephWD</a>
<script src="/libs/threejs/build/three.js"></script>

<!-- Shaders -->
	<script type="x-shader/x-vertex" id="vertexshader">
		//
		// GLSL textureless classic 3D noise "cnoise",
		// with an RSL-style periodic variant "pnoise".
		// Author:  Stefan Gustavson (stefan.gustavson@liu.se)
		// Version: 2011-10-11
		//
		// Many thanks to Ian McEwan of Ashima Arts for the
		// ideas for permutation and gradient selection.
		//
		// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
		// Distributed under the MIT license. See LICENSE file.
		// https://github.com/ashima/webgl-noise
		//
		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
		float cnoise(vec3 P)
		{
		  vec3 Pi0 = floor(P); // Integer part for indexing
		  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
		  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;
		}
		// 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 turbulence( vec3 p ) {
		    float w = 100.0;
		    float t = -.5;
		    for (float f = 1.0 ; f <= 10.0 ; f++ ){
		        float power = pow( 2.0, f );
		        t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
		    }
		    return t;
		}


        // START
		uniform float time;
		varying vec2 vUv;
		varying vec3 vNormal;
		varying vec3 newPosition;
		varying float noise;

		#define PHONG

		varying vec3 vViewPosition;

		#include <common>
		#include <uv_pars_vertex>
		#include <uv2_pars_vertex>
		#include <displacementmap_pars_vertex>
		#include <envmap_pars_vertex>
		#include <color_pars_vertex>
		#include <fog_pars_vertex>
		#include <morphtarget_pars_vertex>
		#include <skinning_pars_vertex>
		#include <shadowmap_pars_vertex>
		#include <logdepthbuf_pars_vertex>
		#include <clipping_planes_pars_vertex>


		void main() {
			#include <uv_vertex>
			#include <uv2_vertex>
			#include <color_vertex>
			#include <beginnormal_vertex>
			#include <morphnormal_vertex>
			#include <skinbase_vertex>
			#include <skinnormal_vertex>
			#include <defaultnormal_vertex>
			#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
				vNormal = normalize( transformedNormal );
			#endif
			#include <begin_vertex>
			#include <displacementmap_vertex>
			#include <morphtarget_vertex>
			#include <skinning_vertex>
			#include <project_vertex>
			#include <logdepthbuf_vertex>
			#include <clipping_planes_vertex>

			vViewPosition = - mvPosition.xyz;

			#include <worldpos_vertex>
			#include <envmap_vertex>
			#include <shadowmap_vertex>
			#include <fog_vertex>

			vUv = uv;

		    noise = turbulence( 0.4150  * position + normal * ((time/2.) * 2.2));
		    vec3 displacement = vec3( (position.x ) * noise  , position.y * noise ,position.z * noise  );
			newPosition =  (position + normal  ) + displacement ;
		    gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition , 1.0 );
		}
	</script>

	<script type="x-shader/x-fragment" id="fragmentshader">
		#define PHONG

		// START
		uniform vec3 diffuse;
		uniform vec3 emissive;
		uniform vec3 specular;
		uniform float shininess;
		uniform float opacity;
		uniform float time;
		varying vec2 vUv;
		varying vec3 newPosition;
		varying float noise;

		#include <common>
		#include <packing>
		#include <color_pars_fragment>
		#include <uv_pars_fragment>
		#include <uv2_pars_fragment>
		#include <map_pars_fragment>
		#include <alphamap_pars_fragment>
		#include <aomap_pars_fragment>
		#include <lightmap_pars_fragment>
		#include <emissivemap_pars_fragment>
		#include <envmap_pars_fragment>
		#include <gradientmap_pars_fragment>
		#include <fog_pars_fragment>
		#include <bsdfs>
		#include <lights_pars>
		#include <lights_phong_pars_fragment>
		#include <shadowmap_pars_fragment>
		#include <bumpmap_pars_fragment>
		#include <normalmap_pars_fragment>
		#include <specularmap_pars_fragment>
		#include <logdepthbuf_pars_fragment>
		#include <clipping_planes_pars_fragment>

		void main() {
			#include <clipping_planes_fragment>

			vec3 color = vec3( vUv * ( .2 - 2. * noise ), 1.0 );
			vec3 finalColors = vec3( color.b * 1. ,color.r  , color.r );

			vec4 diffuseColor = vec4( cos(finalColors * noise * 3.  ) , 1. );
			ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
			vec3 totalEmissiveRadiance = emissive;

			#include <logdepthbuf_fragment>
			#include <map_fragment>
			#include <color_fragment>
			#include <alphamap_fragment>
			#include <alphatest_fragment>
			#include <specularmap_fragment>
			#include <normal_flip>
			#include <normal_fragment>
			#include <emissivemap_fragment>

			// accumulation
			#include <lights_phong_fragment>
			#include <lights_template>

			// modulation
			#include <aomap_fragment>

			vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;

			#include <envmap_fragment>
			#include <premultiplied_alpha_fragment>
			#include <tonemapping_fragment>
			#include <encodings_fragment>
			#include <fog_fragment>

			gl_FragColor = vec4( outgoingLight, diffuseColor.a );

		}

	</script>
            
          
!
            
              body{
		margin:0;
		overflow:hidden;
		background-color:#000;
}
canvas{
		background-color:#000;
}
a{
  position:absolute;
  bottom:20px;
  right:20px;
  color:#ccc;
  text-decoration:none;
  font-family:Arial;
  font-size:10px;
}

            
          
!
            
              // Shaders
		var vertShader = document.querySelector('#vertexshader').innerHTML;
		var fragShader = document.querySelector('#fragmentshader').innerHTML;

		// Renderer
		var renderer = new THREE.WebGLRenderer({canvas:document.getElementById('main'),antialiasing:true});
		renderer.setClearColor(0x000000);
		renderer.setSize(window.innerWidth,window.innerHeight);

		// Camera
		var camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 0.1, 5000 );
		camera.position.z = 200;

		// Scene
		var scene = new THREE.Scene();

		// Light
		var light = new THREE.DirectionalLight(0xffffff,0.6);
		light.position.z = 200;
		light.position.x = 100;
		light.position.y = 100;
		scene.add(light);

		var ambientLight = new THREE.AmbientLight(0xffffff,0.2);
  		scene.add(ambientLight);

		// Shader Materials
		const uniforms = THREE.UniformsUtils.merge([
		    THREE.UniformsLib["ambient"],
		    THREE.UniformsLib["lights"],
		    {time: { type: "f", value: 0 }},
		    THREE.ShaderLib.phong.uniforms
		  ]);

		var material = new THREE.ShaderMaterial( {
			uniforms:uniforms,
			vertexShader : vertShader,
			fragmentShader : fragShader,
			lights:true
		} );

		var geometry = new THREE.SphereGeometry( 20,150,150);
		var planet = new THREE.Mesh( geometry, material );
		scene.add( planet );
		planet.position.x = 0;
		planet.position.y = 0;
		planet.position.z = 0;
		planet.modifier = Math.random();
		planet.material.transparent = true;
		planet.material.opacity = 1*Math.random();

		// Render
		var start = Date.now();
		function render(){
			uniforms.time.value = .00005 * ( Date.now() - start );

			planet.rotation.y += 0.002;
			planet.rotation.z += 0.003;
			planet.rotation.x += 0.001;
		
			camera.position.z =  52;
			
			renderer.render(scene,camera);
			window.requestAnimationFrame(render);
		}

		window.requestAnimationFrame(render);
            
          
!
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