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HTML

              
                <div class="app"></div>
<div class="infos">
	<p>
		Experiment by <a href="http://www.arnaudrocca.fr" target="_blank">Arnaud Rocca</a>
	</p>
</div>

<script id="planeVS" type="shader">
	precision highp float;

	uniform float		u_amplitude;
	uniform float 	u_frequency;
	uniform float   u_time;
	
	//
	// https://github.com/hughsk/glsl-noise/blob/master/classic/3d.glsl
	//
	// 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;
	}

	void main() {

		float displacement = u_amplitude * cnoise( u_frequency * position + u_time );

		vec3 newPosition = position + normal * displacement;
		gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
		
	}
</script>

<script id="planeFS" type="shader">
	precision highp float;

	void main() {
    gl_FragColor = vec4(0.0, 0.0, 0.8, 1.0);
	}
</script>
              
            
!

CSS

              
                html, body
	width 100%
	height 100%
	margin 0
	padding 0
	overflow hidden
	background url('http://lab.arnaudrocca.fr/water-shader/assets/images/preview.png') no-repeat center center fixed
	background-size cover
	font-size 10px

canvas
	position absolute
	display block
	cursor move
	
.infos
	position absolute
	margin 0
	bottom 10px
	right 10px
	color #888
	font-family sans-serif
	font-weight 400
	font-size 1rem
	line-height .5rem
	
	a
		text-decoration none
		color #03C
		opacity .7
		
		transition .3s
		
		&:hover
			opacity 1

              
            
!

JS

              
                class App {

    /**
     * @constructor
     */
    constructor() {

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

        this.DELTA_TIME = 0;
        this.LAST_TIME = Date.now();

        this.scene = new Scene(this.width, this.height);
        this.plane = new Plane();
        
				this.scene.add(this.plane.mesh);

        const root = document.body.querySelector('.app');
        root.appendChild(this.scene.renderer.domElement);
			
				this.update = this.update.bind(this)

        this.addListeners();
			
				requestAnimationFrame(this.update);

    }

    /**
     * @method
     * @name onResize
     * @description Triggered when window is resized
     */
    onResize() {

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

        this.scene.resize(this.width, this.height);

    }

    /**
     * @method
     * @name addListeners
     */
    addListeners() {

        window.addEventListener('resize', this.onResize.bind(this));

    }

    /**
     * @method
     * @name update
     * @description Triggered on every TweenMax tick
     */
    update() {

        this.DELTA_TIME = Date.now() - this.LAST_TIME;
        this.LAST_TIME = Date.now();

        this.plane.update(this.DELTA_TIME);
        this.scene.render();
	
				requestAnimationFrame(this.update);

    }

}

class Plane {

    /**
     * @constructor
     */
    constructor() {

        this.size = 1000;
        this.segments = 200;

        this.options = new Options();
        this.options.initGUI();

        this.uniforms = {
            u_amplitude: { value: this.options.amplitude },
            u_frequency: { value: this.options.frequency },
            u_time: { value: 0.0 }
        }

        this.geometry = new THREE.PlaneBufferGeometry(this.size, this.size, this.segments, this.segments);
        this.material = new THREE.ShaderMaterial({
            uniforms: this.uniforms,
            vertexShader: document.getElementById('planeVS').innerHTML,
            fragmentShader: document.getElementById('planeFS').innerHTML,
            side: THREE.DoubleSide,
						wireframe: true
        });

        this.mesh = new THREE.Mesh(this.geometry, this.material);
        this.mesh.rotation.x = 360;

    }

    /**
     * @method
     * @name update
     * @description Triggered on every TweenMax tick
     * @param {number} dt - DELTA_TIME
     */
    update(dt) {

        this.uniforms.u_amplitude.value = this.options.amplitude;
        this.uniforms.u_frequency.value = this.options.frequency;
        this.uniforms.u_time.value += dt / 1000;

    }

}

class Scene extends THREE.Scene {

    /**
     * @constructor
     */
    constructor(width, height) {

				super();
			
        this.renderer = new THREE.WebGLRenderer({ antialias: true });
        this.renderer.setSize(width, height);
        this.renderer.setClearColor(0x000000);

        this.camera = new THREE.PerspectiveCamera(50, width / height, 1, 2000);
        this.camera.position.z = 100;

        this.controls = new THREE.OrbitControls(this.camera);

    }

    /**
     * @method
     * @name render
     * @description Renders/Draw the scene
     */
    render() {

        this.renderer.autoClearColor = true;
        this.renderer.render(this, this.camera);

    }

    /**
     * @method
     * @name resize
     * @description Resize the scene according to screen size
     * @param {number} newWidth
     * @param {number} newHeight
     */
    resize(newWidth, newHeight) {

        this.camera.aspect = newWidth / newHeight;
        this.camera.updateProjectionMatrix();

        this.renderer.setSize(newWidth, newHeight);

    }

}

class Options {

    /**
	 * @constructor
	 */
    constructor() {

        this.amplitude = 10.0;
        this.frequency = 0.05;

        this.gui = new dat.GUI();

    }

    /**
	 * @method
	 * @name initGUI
   * @description Initialize the dat-gui
	 */
    initGUI() {

			this.gui.close();

    	this.gui.add(this, 'amplitude', 1.0, 15.0);
			this.gui.add(this, 'frequency', 0.01, 0.1);

    }

}

new App();
              
            
!
999px

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