canvas#canvas
View Compiled
* {
    box-sizing: border-box;
  }
  
  html, body {
    margin: 0;
    min-height: 100vh;
    overflow: hidden;
    
    background:
    repeating-radial-gradient(
    circle at center,
      #444 0 10%,
      #111 10% 20%
    );
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }
/*********
 * made by Matthias Hurrle (@atzedent)
 */

/** @type {HTMLCanvasElement} */
const canvas = window.canvas
const gl = canvas.getContext("webgl2")
const dpr = Math.max(1, .5 * window.devicePixelRatio)
/** @type {Map<string,PointerEvent>} */
const touches = new Map()

const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

in vec2 position;

void main(void) {
    gl_Position = vec4(position, 0., 1.);
}
`
const fragmentSource = `#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

out vec4 fragColor;

uniform vec2 resolution;
uniform vec2 touch;
uniform float time;
uniform int pointerCount;

#define mouse (touch.xy / resolution.xy)
#define T mod(time, 200.)
#define S smoothstep
#define rot(a) mat2(cos(a),sin(a),-sin(a),cos(a))

mat3 rotX(float a) {
  float s = sin(a),
  c = cos(a);

  return mat3(
    vec3(1, 0, 0),
    vec3(0, c,-s),
    vec3(0, s, c)
  );
}

mat3 rotY(float a) {
  float s = sin(a),
  c = cos(a);

  return mat3(
    vec3(c, 0, s),
    vec3(0, 1, 0),
    vec3(-s,0, c)
  );
}

float tick(float t, float e) {
  return floor(t)+pow(S(.0, 1., fract(t)), e);
}

float rnd(float a) {
  return fract(sin(a*76.5453123)*45617.234);
}

float noise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  float n = i.x + i.y * 57.;

  return mix(
    mix(rnd(n), rnd(n + 1.), f.x),
    mix(rnd(n + 57.), rnd(n + 58.), f.x),
    f.y
  );
}

float fbm(vec2 p) {
    float f = .0;
    mat2 m = mat2(1.6,  1.2, -1.2,  1.6);
    f  = .5000*noise(p); p = m*p;
    f += .2500*noise(p); p = m*p;
    f += .1250*noise(p); p = m*p;
    f += .0625*noise(p); p = m*p;

    return f;
}

float smin(float a, float b, float k) {
  float h = clamp(
    .5+.5*(b-a)/k,
    .0,
    1.
  );

  return mix(b, a, h)-k*h*(1.-h);
}

float box(vec3 p, vec3 s, float r) {
  p = abs(p)-s;

  return length(max(p, .0))+
  min(.0, max(max(p.x, p.y), p.z))-r;
}

float map(vec3 p) {
  // instead of 'noise' use 'fbm' if you want it
  // to be more realistic. However, it is slower.
  float d =
  	box(p, vec3(1), .05) *
  	S(.0, 1.,clamp(noise((p.xz+p.yy)*6.),.4,.6));

  d = smin(
  	d,
  	box(
  		p-vec3(0, -1, 0),
  		vec3(2,.1, 2), .0),
  		.25
  	);

  return d;
}

vec3 norm(vec3 p) {
  vec2 e = vec2(1e-2, 0);
  float d = map(p);
  vec3 n = d-vec3(
    map(p-e.xyy),
    map(p-e.yxy),
    map(p-e.yyx)
  );

  return normalize(n);
}

vec3 dir(vec2 uv, vec3 ro, vec3 t, float z) {
  vec3 up = vec3(0, 1, 0),
  f = normalize(t-ro),
  r = normalize(cross(up, f)),
  u = cross(f, r),
  c = f*z,
  i = c+uv.x*r+uv.y*u,
  d = normalize(i);

  return d;
}

void main(void) {
  vec2 uv = (
    gl_FragCoord.xy -.5 * resolution.xy
  ) / min(resolution.x, resolution.y);

  vec3 col = vec3(0),
  ro = vec3(0, 0, -4);
  ro.y += 4.*sin(tick(T*.5, 2.)*acos(.0));
  ro *= rotY(tick(T*.25, 5.)*acos(.0));

  if (pointerCount > 0) {
    ro = vec3(0, 0, -4);
    ro *= rotX(mouse.y * acos(-1.)+1.);
    ro *= rotY(mouse.x * acos(-1.)*2.);
  }

  vec3 rd = dir(uv, ro, vec3(0), 1.),
  p = ro;

  vec3 tint = vec3(.6,.8, 1);
  float i = .0,
  at = .0,
  side = 1.;
  for (; i < 80.; i++) {
    float d = map(p)*side;

    if (d < 1e-3) {
      vec3 n = norm(p)*side,
      l = normalize(ro-.1),
      r = normalize(rd);

      if (dot(l, n) < .0) l = -l;

      vec3 h = normalize(l-r);

      float fres = pow(1.-max(.0, dot(-rd, n)), 5.),
      diff = pow(max(.0, dot(l, n)), 4.),
      fog = S(.5,.8, i/120.);

      col += fog + diff * fres * (
        .8*pow(max(.0, dot(h, n)), 12.) +
        .6*pow(max(.0, dot(rd, n)), 28.)
      );
      col += .125*fres*tint;

      side = -side;
      vec3 rdo = refract(rd, n, 1.+.45*side);
      if (dot(rdo, rdo) == .0) {
        rdo = reflect(rd, n);
      }

      rd = rdo;
      d = 9e-2;
    }

    if (d > 20.) break;

    p += rd*d;
    at += .1*(.1/d);
  }
  col += at*.001+i/800.*tint;

  fragColor = vec4(col, 1.);
}
`
let time
let buffer
let program
let touch
let resolution
let pointerCount
let vertices = []
let touching = false

function resize() {
    const { innerWidth: width, innerHeight: height } = window

    canvas.width = width * dpr
    canvas.height = height * dpr

    gl.viewport(0, 0, width * dpr, height * dpr)
}

function compile(shader, source) {
    gl.shaderSource(shader, source)
    gl.compileShader(shader)

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        console.error(gl.getShaderInfoLog(shader))
    }
}

function setup() {
    const vs = gl.createShader(gl.VERTEX_SHADER)
    const fs = gl.createShader(gl.FRAGMENT_SHADER)

    program = gl.createProgram()

    compile(vs, vertexSource)
    compile(fs, fragmentSource)

    gl.attachShader(program, vs)
    gl.attachShader(program, fs)
    gl.linkProgram(program)

    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        console.error(gl.getProgramInfoLog(program))
    }

    vertices = [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]

    buffer = gl.createBuffer()

    gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)

    const position = gl.getAttribLocation(program, "position")

    gl.enableVertexAttribArray(position)
    gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)

    time = gl.getUniformLocation(program, "time")
    touch = gl.getUniformLocation(program, "touch")
    pointerCount = gl.getUniformLocation(program, "pointerCount")
    resolution = gl.getUniformLocation(program, "resolution")
}

function draw(now) {
    gl.clearColor(0, 0, 0, 1)
    gl.clear(gl.COLOR_BUFFER_BIT)

    gl.useProgram(program)
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer)

    gl.uniform1f(time, now * 0.001)
    gl.uniform2f(touch, ...getTouches())
    gl.uniform1i(pointerCount, touches.size)
    gl.uniform2f(resolution, canvas.width, canvas.height)
    gl.drawArrays(gl.TRIANGLES, 0, vertices.length * 0.5)
}

function getTouches() {
    if (!touches.size) {
        return [0, 0]
    }

    for (let [id, t] of touches) {
        const result = [dpr * t.clientX, dpr * (innerHeight - t.clientY)]

        return result
    }
}

function loop(now) {
    draw(now)
    requestAnimationFrame(loop)
}

function init() {
    setup()
    resize()
    loop(0)
}

document.body.onload = init
window.onresize = resize
canvas.onpointerdown = e => {
    touching = true
    touches.set(e.pointerId, e)
}
canvas.onpointermove = e => {
    if (!touching) return
    touches.set(e.pointerId, e)
}
canvas.onpointerup = e => {
    touching = false
    touches.clear()
}
canvas.onpointerout = e => {
    touching = false
    touches.clear()
}

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