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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.

HTML

            
              <!-- Made with THREE.Phenomenon: A small wrapper around threejs built for high-performance WebGL experiences. -->

<a href="https://github.com/vaneenige/three.phenomenon" target="_blank">Made with Phenomenon</a>
            
          
!

CSS

            
              html,
body {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;

  font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, Oxygen,
    Ubuntu, Cantarell, Fira Sans, Droid Sans, Helvetica Neue, sans-serif;
  letter-spacing: 0;
  font-style: normal;
  text-rendering: optimizeLegibility;
  -webkit-font-smoothing: antialiased;
  -moz-osx-font-smoothing: grayscale;
}

canvas {
  position: fixed;
  width: 100%;
  height: 100%;
}

a, span {
  position: fixed;
  margin: 16px;
  font-size: 14px;
  font-weight: 500;
  text-align: center;
  text-decoration: none;
  text-transform: uppercase;
  border-radius: 0;
  cursor: pointer;
  outline: none;
  padding: 8px 20px;
  color: white;
  z-index: 1;
  font-weight: bold;
}

span {
  text-align: center;
  bottom: 16px;
  border: none;
  width: 100%;
  left: 0;
  margin: 0;
  padding: 0;
  color: black;
}
            
          
!

JS

            
              const { renderer, scene, camera, controls } = base();
const { mesh, uniforms } = instance();

const sphere = new THREE.Mesh(
  new THREE.IcosahedronGeometry(1, 2),
  new THREE.MeshStandardMaterial({
    flatShading: false,
    roughness: 0.1,
    metalness: 0.7
  })
);
scene.add(sphere);

const light = new THREE.PointLight("#EFEFEF", 10, 5, Math.PI * 0.25, 1, 2);
scene.add(light);


let colors = [];
for (let i = 0; i < 4; i += 1) {
  colors.push(
    `#${new THREE.Color().setHSL(0.5 + i / 3 * 0.25, 0.6, 0.7).getHexString()}`
  );
}

document.querySelector(
  "a"
).style.background = `linear-gradient(to right, ${colors.join(", ")})`;

scene.add(mesh);

let progress = 0;

uot((p) => {
  progress = p;
}, 3000, Infinity);

function render() {
  requestAnimationFrame(render);
  controls.update();
  
  const radius = 10;
  angle = progress * Math.PI * 2;
  x = radius * Math.cos(angle);
  y = radius * Math.sin(angle);

  sphere.position.setY(y);
  sphere.position.setX(x);
  
  light.position.setY(y);
  light.position.setX(x);
  
  uniforms.uPosition.value[0] = x;
  uniforms.uPosition.value[1] = y;
  
  let p = progress * 2 - 1;
  p = 1 - p * p;
  
  const newColor = new THREE.Color().setHSL(0.5 + p * 0.25, 0.7, 0.4);
  sphere.material.emissive = newColor;
  light.color = newColor;
  
  renderer.render(scene, camera);
}

render();

// === INSTANCE ===

function instance() {
  const geometry = new THREE.TorusGeometry(2.5, 0.5, 12, 24);

  const material = new THREE.MeshStandardMaterial({
    color: "#EFEFEF",
    emissive: "#212121",
    flatShading: true,
    roughness: 0.1,
    metalness: 0.7
  });

  const castShadow = false;

  const S = 30;
  const positions = [];
  const radius = 10;
  for (let i = -S; i < S; i += 1) {
    angle = i / (S / 2) * Math.PI;
    x = radius * Math.cos(angle);
    y = radius * Math.sin(angle);
    positions.push(x, y);
  }

  const multiplier = positions.length / 4;

  const attributes = [
    {
      name: "aPosition",
      data: i => [positions[i * 2], positions[i * 2 + 1], 0],
      size: 3
    },
    {
      name: "aBaseRotation",
      data: (i, total) => [i / total],
      size: 1
    }
  ];

  const uniforms = {
    uPosition: {
      value: [0, 0, 0]
    }
  };

  const vertex = `
    attribute vec3 aPosition;
    uniform vec3 uPosition;
    attribute float aBaseRotation;

    vec4 quatFromAxisAngle(vec3 axis, float angle) {
      float halfAngle = angle * 0.5;
      return vec4(axis.xyz * sin(halfAngle), cos(halfAngle));
    }

    vec3 rotateVector(vec4 q, vec3 v) {
      return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
    }

    float easeInOutSin(float t){
      return (1.0 + sin(${Math.PI} * t - ${Math.PI} / 2.0)) / 2.0;
    }

    void main(){
      vec4 quatX = quatFromAxisAngle(vec3(1.0, 0.0, 0.0), ${Math.PI / 2});
      vec4 quatZ = quatFromAxisAngle(vec3(0.0, 0.0, 1.0), (aBaseRotation * ${Math.PI * 2}));
      vec3 basePosition = rotateVector(quatZ, rotateVector(quatX, position));

      basePosition *= 1.0 - 0.4 * min(1.0, max(0.0, -3.0 + distance(uPosition, aPosition)));
      gl_Position = aPosition + basePosition;
    }
  `;

  const instance = new THREE.Phenomenon({
    geometry,
    multiplier,
    material,
    castShadow,
    attributes,
    uniforms,
    vertex
  });

  return instance;
}

// === STRUCTURE ===

function base() {
  const renderer = new THREE.WebGLRenderer({
    antialias: true
  });

  renderer.setClearColor(0x212121, 0);
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setPixelRatio(1);

  document.querySelector("body").appendChild(renderer.domElement);

  const scene = new THREE.Scene();

  const camera = new THREE.PerspectiveCamera(
    40,
    window.innerWidth / window.innerHeight,
    0.1,
    10000
  );
  camera.position.set(0, 20, 35);
  camera.lookAt(scene.position);
  scene.add(camera);

  const ambientLight = new THREE.AmbientLight("#ffffff", 0.1);
  scene.add(ambientLight);

  const emissive = `#${new THREE.Color().setHSL(0.5, 0.7, 0.4).getHexString()}`;

  const box = new THREE.Mesh(
    new THREE.BoxGeometry(440, 440, 440),
    new THREE.MeshPhongMaterial({ emissive: "#212121", side: THREE.BackSide })
  );
  scene.add(box);

  const light = new THREE.SpotLight(0xffffff, 1, 80, Math.PI * 0.25, 1, 2);
  light.position.set(0, 30, 5);

  scene.add(light);

  window.addEventListener(
    "resize",
    () => {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    },
    false
  );

  const controls = new THREE.OrbitControls(camera);

  return { renderer, scene, camera, controls };
}

function getArrayWithNoise(array, noise) {
  return array.map(item => item + getRandomBetween(noise));
}

function getRandomBetween(value) {
  const floor = -value;
  return floor + Math.random() * value * 2;
}

if (
  navigator.userAgent.match(/(iPod|iPhone|iPad)/) &&
  navigator.userAgent.match(/AppleWebKit/)
) {
  document.body.insertAdjacentHTML("beforeend", `<span>Tap for 60FPS</span>`);
  const span = document.querySelector("span");
  window.addEventListener("touchstart", () => {
    span.outerHTML = "";
  });
}

            
          
!
999px

Console