Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <script type="x-shader/x-vertex" id="vertexshader">
        attribute float displacement;
        vec3 vLut[256] =vec3[](vec3(0.18995,0.07176,0.23217),vec3(0.19483,0.08339,0.26149),vec3(0.19956,0.09498,0.29024),vec3(0.20415,0.10652,0.31844),vec3(0.20860,0.11802,0.34607),vec3(0.21291,0.12947,0.37314),vec3(0.21708,0.14087,0.39964),vec3(0.22111,0.15223,0.42558),vec3(0.22500,0.16354,0.45096),vec3(0.22875,0.17481,0.47578),vec3(0.23236,0.18603,0.50004),vec3(0.23582,0.19720,0.52373),vec3(0.23915,0.20833,0.54686),vec3(0.24234,0.21941,0.56942),vec3(0.24539,0.23044,0.59142),vec3(0.24830,0.24143,0.61286),vec3(0.25107,0.25237,0.63374),vec3(0.25369,0.26327,0.65406),vec3(0.25618,0.27412,0.67381),vec3(0.25853,0.28492,0.69300),vec3(0.26074,0.29568,0.71162),vec3(0.26280,0.30639,0.72968),vec3(0.26473,0.31706,0.74718),vec3(0.26652,0.32768,0.76412),vec3(0.26816,0.33825,0.78050),vec3(0.26967,0.34878,0.79631),vec3(0.27103,0.35926,0.81156),vec3(0.27226,0.36970,0.82624),vec3(0.27334,0.38008,0.84037),vec3(0.27429,0.39043,0.85393),vec3(0.27509,0.40072,0.86692),vec3(0.27576,0.41097,0.87936),vec3(0.27628,0.42118,0.89123),vec3(0.27667,0.43134,0.90254),vec3(0.27691,0.44145,0.91328),vec3(0.27701,0.45152,0.92347),vec3(0.27698,0.46153,0.93309),vec3(0.27680,0.47151,0.94214),vec3(0.27648,0.48144,0.95064),vec3(0.27603,0.49132,0.95857),vec3(0.27543,0.50115,0.96594),vec3(0.27469,0.51094,0.97275),vec3(0.27381,0.52069,0.97899),vec3(0.27273,0.53040,0.98461),vec3(0.27106,0.54015,0.98930),vec3(0.26878,0.54995,0.99303),vec3(0.26592,0.55979,0.99583),vec3(0.26252,0.56967,0.99773),vec3(0.25862,0.57958,0.99876),vec3(0.25425,0.58950,0.99896),vec3(0.24946,0.59943,0.99835),vec3(0.24427,0.60937,0.99697),vec3(0.23874,0.61931,0.99485),vec3(0.23288,0.62923,0.99202),vec3(0.22676,0.63913,0.98851),vec3(0.22039,0.64901,0.98436),vec3(0.21382,0.65886,0.97959),vec3(0.20708,0.66866,0.97423),vec3(0.20021,0.67842,0.96833),vec3(0.19326,0.68812,0.96190),vec3(0.18625,0.69775,0.95498),vec3(0.17923,0.70732,0.94761),vec3(0.17223,0.71680,0.93981),vec3(0.16529,0.72620,0.93161),vec3(0.15844,0.73551,0.92305),vec3(0.15173,0.74472,0.91416),vec3(0.14519,0.75381,0.90496),vec3(0.13886,0.76279,0.89550),vec3(0.13278,0.77165,0.88580),vec3(0.12698,0.78037,0.87590),vec3(0.12151,0.78896,0.86581),vec3(0.11639,0.79740,0.85559),vec3(0.11167,0.80569,0.84525),vec3(0.10738,0.81381,0.83484),vec3(0.10357,0.82177,0.82437),vec3(0.10026,0.82955,0.81389),vec3(0.09750,0.83714,0.80342),vec3(0.09532,0.84455,0.79299),vec3(0.09377,0.85175,0.78264),vec3(0.09287,0.85875,0.77240),vec3(0.09267,0.86554,0.76230),vec3(0.09320,0.87211,0.75237),vec3(0.09451,0.87844,0.74265),vec3(0.09662,0.88454,0.73316),vec3(0.09958,0.89040,0.72393),vec3(0.10342,0.89600,0.71500),vec3(0.10815,0.90142,0.70599),vec3(0.11374,0.90673,0.69651),vec3(0.12014,0.91193,0.68660),vec3(0.12733,0.91701,0.67627),vec3(0.13526,0.92197,0.66556),vec3(0.14391,0.92680,0.65448),vec3(0.15323,0.93151,0.64308),vec3(0.16319,0.93609,0.63137),vec3(0.17377,0.94053,0.61938),vec3(0.18491,0.94484,0.60713),vec3(0.19659,0.94901,0.59466),vec3(0.20877,0.95304,0.58199),vec3(0.22142,0.95692,0.56914),vec3(0.23449,0.96065,0.55614),vec3(0.24797,0.96423,0.54303),vec3(0.26180,0.96765,0.52981),vec3(0.27597,0.97092,0.51653),vec3(0.29042,0.97403,0.50321),vec3(0.30513,0.97697,0.48987),vec3(0.32006,0.97974,0.47654),vec3(0.33517,0.98234,0.46325),vec3(0.35043,0.98477,0.45002),vec3(0.36581,0.98702,0.43688),vec3(0.38127,0.98909,0.42386),vec3(0.39678,0.99098,0.41098),vec3(0.41229,0.99268,0.39826),vec3(0.42778,0.99419,0.38575),vec3(0.44321,0.99551,0.37345),vec3(0.45854,0.99663,0.36140),vec3(0.47375,0.99755,0.34963),vec3(0.48879,0.99828,0.33816),vec3(0.50362,0.99879,0.32701),vec3(0.51822,0.99910,0.31622),vec3(0.53255,0.99919,0.30581),vec3(0.54658,0.99907,0.29581),vec3(0.56026,0.99873,0.28623),vec3(0.57357,0.99817,0.27712),vec3(0.58646,0.99739,0.26849),vec3(0.59891,0.99638,0.26038),vec3(0.61088,0.99514,0.25280),vec3(0.62233,0.99366,0.24579),vec3(0.63323,0.99195,0.23937),vec3(0.64362,0.98999,0.23356),vec3(0.65394,0.98775,0.22835),vec3(0.66428,0.98524,0.22370),vec3(0.67462,0.98246,0.21960),vec3(0.68494,0.97941,0.21602),vec3(0.69525,0.97610,0.21294),vec3(0.70553,0.97255,0.21032),vec3(0.71577,0.96875,0.20815),vec3(0.72596,0.96470,0.20640),vec3(0.73610,0.96043,0.20504),vec3(0.74617,0.95593,0.20406),vec3(0.75617,0.95121,0.20343),vec3(0.76608,0.94627,0.20311),vec3(0.77591,0.94113,0.20310),vec3(0.78563,0.93579,0.20336),vec3(0.79524,0.93025,0.20386),vec3(0.80473,0.92452,0.20459),vec3(0.81410,0.91861,0.20552),vec3(0.82333,0.91253,0.20663),vec3(0.83241,0.90627,0.20788),vec3(0.84133,0.89986,0.20926),vec3(0.85010,0.89328,0.21074),vec3(0.85868,0.88655,0.21230),vec3(0.86709,0.87968,0.21391),vec3(0.87530,0.87267,0.21555),vec3(0.88331,0.86553,0.21719),vec3(0.89112,0.85826,0.21880),vec3(0.89870,0.85087,0.22038),vec3(0.90605,0.84337,0.22188),vec3(0.91317,0.83576,0.22328),vec3(0.92004,0.82806,0.22456),vec3(0.92666,0.82025,0.22570),vec3(0.93301,0.81236,0.22667),vec3(0.93909,0.80439,0.22744),vec3(0.94489,0.79634,0.22800),vec3(0.95039,0.78823,0.22831),vec3(0.95560,0.78005,0.22836),vec3(0.96049,0.77181,0.22811),vec3(0.96507,0.76352,0.22754),vec3(0.96931,0.75519,0.22663),vec3(0.97323,0.74682,0.22536),vec3(0.97679,0.73842,0.22369),vec3(0.98000,0.73000,0.22161),vec3(0.98289,0.72140,0.21918),vec3(0.98549,0.71250,0.21650),vec3(0.98781,0.70330,0.21358),vec3(0.98986,0.69382,0.21043),vec3(0.99163,0.68408,0.20706),vec3(0.99314,0.67408,0.20348),vec3(0.99438,0.66386,0.19971),vec3(0.99535,0.65341,0.19577),vec3(0.99607,0.64277,0.19165),vec3(0.99654,0.63193,0.18738),vec3(0.99675,0.62093,0.18297),vec3(0.99672,0.60977,0.17842),vec3(0.99644,0.59846,0.17376),vec3(0.99593,0.58703,0.16899),vec3(0.99517,0.57549,0.16412),vec3(0.99419,0.56386,0.15918),vec3(0.99297,0.55214,0.15417),vec3(0.99153,0.54036,0.14910),vec3(0.98987,0.52854,0.14398),vec3(0.98799,0.51667,0.13883),vec3(0.98590,0.50479,0.13367),vec3(0.98360,0.49291,0.12849),vec3(0.98108,0.48104,0.12332),vec3(0.97837,0.46920,0.11817),vec3(0.97545,0.45740,0.11305),vec3(0.97234,0.44565,0.10797),vec3(0.96904,0.43399,0.10294),vec3(0.96555,0.42241,0.09798),vec3(0.96187,0.41093,0.09310),vec3(0.95801,0.39958,0.08831),vec3(0.95398,0.38836,0.08362),vec3(0.94977,0.37729,0.07905),vec3(0.94538,0.36638,0.07461),vec3(0.94084,0.35566,0.07031),vec3(0.93612,0.34513,0.06616),vec3(0.93125,0.33482,0.06218),vec3(0.92623,0.32473,0.05837),vec3(0.92105,0.31489,0.05475),vec3(0.91572,0.30530,0.05134),vec3(0.91024,0.29599,0.04814),vec3(0.90463,0.28696,0.04516),vec3(0.89888,0.27824,0.04243),vec3(0.89298,0.26981,0.03993),vec3(0.88691,0.26152,0.03753),vec3(0.88066,0.25334,0.03521),vec3(0.87422,0.24526,0.03297),vec3(0.86760,0.23730,0.03082),vec3(0.86079,0.22945,0.02875),vec3(0.85380,0.22170,0.02677),vec3(0.84662,0.21407,0.02487),vec3(0.83926,0.20654,0.02305),vec3(0.83172,0.19912,0.02131),vec3(0.82399,0.19182,0.01966),vec3(0.81608,0.18462,0.01809),vec3(0.80799,0.17753,0.01660),vec3(0.79971,0.17055,0.01520),vec3(0.79125,0.16368,0.01387),vec3(0.78260,0.15693,0.01264),vec3(0.77377,0.15028,0.01148),vec3(0.76476,0.14374,0.01041),vec3(0.75556,0.13731,0.00942),vec3(0.74617,0.13098,0.00851),vec3(0.73661,0.12477,0.00769),vec3(0.72686,0.11867,0.00695),vec3(0.71692,0.11268,0.00629),vec3(0.70680,0.10680,0.00571),vec3(0.69650,0.10102,0.00522),vec3(0.68602,0.09536,0.00481),vec3(0.67535,0.08980,0.00449),vec3(0.66449,0.08436,0.00424),vec3(0.65345,0.07902,0.00408),vec3(0.64223,0.07380,0.00401),vec3(0.63082,0.06868,0.00401),vec3(0.61923,0.06367,0.00410),vec3(0.60746,0.05878,0.00427),vec3(0.59550,0.05399,0.00453),vec3(0.58336,0.04931,0.00486),vec3(0.57103,0.04474,0.00529),vec3(0.55852,0.04028,0.00579),vec3(0.54583,0.03593,0.00638),vec3(0.53295,0.03169,0.00705),vec3(0.51989,0.02756,0.00780),vec3(0.50664,0.02354,0.00863),vec3(0.49321,0.01963,0.00955),vec3(0.47960,0.01583,0.01055));
        varying vec3 vColor;
  void main(){
        int index = int(displacement);
			  vColor = vLut[index];
    vColor.x = (vColor.x*255.-49.)/206.;
    vColor.y = (vColor.y*255.-19.)/236.;
    vColor.z = (vColor.z*255.-50.)/190.;
    
        vec3 newPosition = position + normal*displacement/25.5;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition,1.0);
  }
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
  varying vec3 vColor;
  void main(){
    gl_FragColor = vec4(vColor,1.0);
  }
</script>
<div id ="Spectrogram"></div>

              
            
!

CSS

              
                /* Remove overflow */
body{
  margin: 0px; background-color: #222222; overflow: hidden;
}
              
            
!

JS

              
                //< (Edit: I had to load the LUT directly into the shader to get this to run on mobile in Codepen. No idea why, but that's why the code looks different.)
"use strict";
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r122/build/three.module.js';
// Initialize Scene parameters
let frequency_samples = 128; // Y resolution
let DATA = new Uint8Array(frequency_samples); // for later
let camera, scene, renderer;
let heights, mesh;
let time_samples = 200; // X resolution
let n_vertices = (frequency_samples+1) * (time_samples+1);
let xsegments = time_samples;
let ysegments = frequency_samples;
let xsize = 35; 
let ysize = 20;
let xhalfSize = xsize/2;
let yhalfSize = ysize / 2;
let xsegmentSize = xsize / xsegments; //Size of one square
let ysegmentSize = ysize / ysegments;

init();

function init() {
  // Place the camera in space
  camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 1000 );
  camera.position.z = 64;
  scene = new THREE.Scene();
  let geometry = new THREE.BufferGeometry();
  let indices = [];
  heights = [];
  let vertices = [];

  // generate vertices for a simple grid geometry
  for (let i = 0; i <= xsegments; i ++ ) {
    let x = ( i * xsegmentSize ) - xhalfSize; //midpoint of mesh is 0,0
    for ( let j = 0; j <= ysegments; j ++ ) {
      let y = (j * ysegmentSize) - yhalfSize;
      vertices.push( x, y, 0);
      heights.push(Math.random()*255); // for now our mesh is flat, so heights are zero
    }
  }
  // Add the position data to the geometry buffer
  geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

  // generate indices (data for element buffer). This says where each triangle goes
  // the code might look complex, but it is essentially the way you tile the plane with 
  // triangles. Each square segment has 4 vertices, a, b, c, d. Which make 2 triangles.
  // a  b
  // d  c
  // Looking above, we can make a triangle by connecting a b d
  // a-b
  // d
  // and similarly for b c d. These make the two faces of our mesh segment.

  for (let i = 0; i < xsegments; i ++ ) {
    for ( let j = 0; j < ysegments; j ++ ) {
      let a = i * ( ysegments + 1 ) + ( j + 1 );
      let b = i * ( ysegments + 1 ) + j;
      let c = ( i + 1 ) * ( ysegments + 1 ) + j;
      let d = ( i + 1 ) * ( ysegments + 1 ) + ( j + 1 );
      // generate two faces (triangles) per iteration
      indices.push( a, b, d ); // face one
      indices.push( b, c, d ); // face two
    }
  }
  geometry.setIndex( indices );
  // This bit of code defines a lookup table (LUT) for our colors. 
  // Right now we are only providing one color in this "string" value below (Red).
  // This will be useful later on when we want a variety of colors to work with
  // We will just add colors to this string and send them to the shader

  //Grab the shaders from the document
  var vShader = document.getElementById('vertexshader');
  var fShader = document.getElementById('fragmentshader');
  // Define the uniforms. V3V gives us a 3vector for RGB
  
  // Bind the shaders and uniforms to the material
  let material = new THREE.ShaderMaterial( {
      vertexShader:   vShader.text,
      fragmentShader: fShader.text
  } );

  // Initialize the renderer and connect it to the DIV
  renderer = new THREE.WebGLRenderer( { antialias: true } );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  let container = document.getElementById( 'Spectrogram' );
  container.appendChild( renderer.domElement );

  // Give the mesh a material with color (Purple)
  mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );
  geometry.setAttribute('displacement', new THREE.Uint8BufferAttribute(heights,1));
  mesh.geometry.computeFaceNormals();
  mesh.geometry.computeVertexNormals();
  // Render the scene!
  renderer.render(scene, camera);
}
              
            
!
999px

Console