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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.

            
              <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>
            
          
!
            
              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

            
          
!
            
              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();
            
          
!
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