<div id='container'></div>
<script id="vshader" type="x-shader/x-vertex">
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float time;
attribute vec3 position;
attribute vec2 uv;
attribute vec3 translate;
varying vec2 vUv;
varying float vScale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time);
float scale = sin( trTime.x * 2.1 ) + sin( trTime.y * 3.2 ) + sin( trTime.z * 4.3 );
vScale = scale;
scale = scale * 10.0 + 10.0;
mvPosition.xyz += position * scale;
//mvPosition.xyz += position * 10.0;
vUv = uv;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision highp float;
uniform sampler2D map;
varying vec2 vUv;
varying float vScale;
// HSL to RGB Convertion helpers
vec3 HUEtoRGB(float H){
H = mod(H,1.0);
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R,G,B),0.0,1.0);
}
vec3 HSLtoRGB(vec3 HSL){
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
void main() {
//vec4 diffuseColor = texture2D( map, vUv );
//gl_FragColor = vec4( diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w );
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
//if ( diffuseColor.w < 0.5 ) discard;
}
</script>
body {
font-family: system-ui;
background: #f06d06;
color: white;
text-align: center;
}
#container {
height: 200px;
width: 700px;
}
let container;
let camera, scene, renderer;
let geometry, material, mesh;
function init() {
renderer = new THREE.WebGLRenderer();
container = document.getElementById('container')
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 1400;
scene = new THREE.Scene();
//const circleGeometry = new THREE.CircleGeometry( 1, 6 );
const circleGeometry = new THREE.SphereGeometry(10, 10, 10);
geometry = new THREE.InstancedBufferGeometry();
geometry.index = circleGeometry.index;
geometry.attributes = circleGeometry.attributes;
const particleCount = 2;
const translateArray = new Float32Array( particleCount * 3 );
for ( let i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
translateArray[ i3 + 0 ] = Math.random() * 2 - 1;
translateArray[ i3 + 1 ] = Math.random() * 2 - 1;
translateArray[ i3 + 2 ] = Math.random() * 2 - 1;
}
geometry.setAttribute( 'translate', new THREE.InstancedBufferAttribute( translateArray, 3 ) );
material = new THREE.RawShaderMaterial( {
uniforms: {
"time": { value: 0.0 }
},
vertexShader: document.getElementById( 'vshader' ).textContent,
fragmentShader: document.getElementById( 'fshader' ).textContent,
depthTest: true,
depthWrite: true
} );
mesh = new THREE.Mesh( geometry, material );
mesh.scale.set( 500, 500, 500 );
scene.add( mesh );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
return true;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
const time = performance.now() * 0.0005;
material.uniforms[ "time" ].value = time;
//mesh.rotation.x = time * 0.2;
//mesh.rotation.y = time * 0.4;
renderer.render( scene, camera );
}
if ( init() ) {
animate();
}
This Pen doesn't use any external CSS resources.