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HTML

              
                <script type="x-shader/x-fragment" id="background-fragment">

    float hue2rgb(float f1, float f2, float hue) {
    if (hue < 0.0)
        hue += 1.0;
    else if (hue > 1.0)
        hue -= 1.0;
    float res;
    if ((6.0 * hue) < 1.0)
        res = f1 + (f2 - f1) * 6.0 * hue;
    else if ((2.0 * hue) < 1.0)
        res = f2;
    else if ((3.0 * hue) < 2.0)
        res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
    else
        res = f1;
    return res;
}

vec3 hsl2rgb(vec3 hsl) {
    vec3 rgb;
    
    if (hsl.y == 0.0) {
        rgb = vec3(hsl.z); // Luminance
    } else {
        float f2;
        
        if (hsl.z < 0.5)
            f2 = hsl.z * (1.0 + hsl.y);
        else
            f2 = hsl.z + hsl.y - hsl.y * hsl.z;
            
        float f1 = 2.0 * hsl.z - f2;
        
        rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
        rgb.g = hue2rgb(f1, f2, hsl.x);
        rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
    }   
    return rgb;
}

vec3 hsl2rgb(float h, float s, float l) {
    return hsl2rgb(vec3(h, s, l));
}

vec3 random3(vec3 c) {
	float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
	vec3 r;
	r.z = fract(512.0*j);
	j *= .125;
	r.x = fract(512.0*j);
	j *= .125;
	r.y = fract(512.0*j);
	return r-0.5;
}

const float F3 =  0.3333333;
const float G3 =  0.1666667;

float simplex3d(vec3 p) {
	 vec3 s = floor(p + dot(p, vec3(F3)));
	 vec3 x = p - s + dot(s, vec3(G3));
	 
	 vec3 e = step(vec3(0.0), x - x.yzx);
	 vec3 i1 = e*(1.0 - e.zxy);
	 vec3 i2 = 1.0 - e.zxy*(1.0 - e);
	 	
	 vec3 x1 = x - i1 + G3;
	 vec3 x2 = x - i2 + 2.0*G3;
	 vec3 x3 = x - 1.0 + 3.0*G3;
	 
	 vec4 w, d;
	 
	 w.x = dot(x, x);
	 w.y = dot(x1, x1);
	 w.z = dot(x2, x2);
	 w.w = dot(x3, x3);
	 
	 w = max(0.6 - w, 0.0);
	 
	 d.x = dot(random3(s), x);
	 d.y = dot(random3(s + i1), x1);
	 d.z = dot(random3(s + i2), x2);
	 d.w = dot(random3(s + 1.0), x3);
	 
	 w *= w;
	 w *= w;
	 d *= w;
	 
	 return dot(d, vec4(52.0));
}

float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }

    
    
    varying vec2 vUv;
    uniform float u_progress;
    uniform float u_time;
    
    
 
    
    void main() {    

        float n = simplex3d(vec3(vUv.xy, u_time * 1.0));
        vec3 color = hsl2rgb(
            0.0 + n * 0.1,
            0.0,
            0.03
        );
        
        float val = hash(vUv + u_time);
        
        gl_FragColor = vec4(color + vec3(val / 20.), 1.0);
    }
</script>
<script type="x-shader/x-vertex" id="background-vertex">
    varying vec2 vUv;
    uniform float u_time;
    
    void main() {
        vec3 p = position;
        
        vec4 mvPosition = modelViewMatrix * vec4(p, 1.0);
        gl_PointSize = 10.0 * (1.0 / -mvPosition.z);
        gl_Position = projectionMatrix * mvPosition;
        
        vUv = uv;
    }
</script>

<script type="x-shader/x-fragment" id="particle-fragment">
    uniform float u_progress;
    void main() {
        gl_FragColor = vec4(0.4, 0.4, 0.4, u_progress);
    }
</script>
<script type="x-shader/x-vertex" id="particle-vertex">
    uniform float u_time;
    void main() {
        vec3 p = position;
        
        p.y += 0.25*(sin(p.y * 5.0 + u_time) * 0.5 + 0.5);
        p.z += 0.05*(sin(p.y * 10.0 + u_time) * 0.5 + 0.5);
        
        
        vec4 mvPosition = modelViewMatrix * vec4(p, 1.0);
        gl_PointSize = 10.0 * (1.0 / -mvPosition.z);
        gl_Position = projectionMatrix * mvPosition;
    }
</script>

<script type="x-shader/x-fragment" id="fragment">
    varying vec2 vUv;
    varying vec3 v_color;
    varying vec3 v_normal;

    void main() {
        
        vec3 light = vec3(0.0);
        vec3 skyColor = vec3(1.000, 1.000, 0.547);
        vec3 groundColor = vec3(0.562, 0.275, 0.111);
        
        vec3 lightDirection = normalize(vec3(0.0, -1.0, -1.0));
        light += dot(lightDirection, v_normal);
        
        light = mix(skyColor, groundColor, dot(lightDirection, v_normal));
        
        gl_FragColor = vec4(light * v_color, 1.0);
      }
</script>
<script type="x-shader/x-vertex" id="vertex">
    varying vec2 vUv;
    varying vec3 v_color;
    varying vec3 v_normal;
    
    uniform float u_time;
    uniform float u_progress;
    
    
    
    vec3 hsv2rgb(vec3 c)
{
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
    
    vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
    vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }

    float snoise(vec3 v) {
        const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
        const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);

  // First corner
  vec3 i = floor(v + dot(v, C.yyy));
  vec3 x0 = v - i + dot(i, C.xxx);

  // Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min(g.xyz, l.zxy);
  vec3 i2 = max(g.xyz, l.zxy);

  //  x0 = x0 - 0. + 0.0 * C
  vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  vec3 x3 = x0 - 1. + 3.0 * C.xxx;

  // Permutations
  i = mod(i, 289.0);
  vec4 p = permute(permute(permute(
        i.z + vec4(0.0, i1.z, i2.z, 1.0))
      + i.y + vec4(0.0, i1.y, i2.y, 1.0))
    + i.x + vec4(0.0, i1.x, i2.x, 1.0));

  // Gradients
  // ( N*N points uniformly over a square, mapped onto an octahedron.)
  float n_ = 1.0 / 7.0; // N=7
  vec3 ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z); //  mod(p,N*N)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)

  vec4 x = x_ * ns.x + ns.yyyy;
  vec4 y = y_ * ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4(x.xy, y.xy);
  vec4 b1 = vec4(x.zw, y.zw);

  vec4 s0 = floor(b0) * 2.0 + 1.0;
  vec4 s1 = floor(b1) * 2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;

  vec3 p0 = vec3(a0.xy, h.x);
  vec3 p1 = vec3(a0.zw, h.y);
  vec3 p2 = vec3(a1.xy, h.z);
  vec3 p3 = vec3(a1.zw, h.w);

  //Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

  // Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
  m = m * m;
  return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1),
      dot(p2, x2), dot(p3, x3)));
}

void main() {
  vUv = uv;
  float noise = snoise(position * u_progress + u_time / 10.0);
  vec3 newPos = position * (noise + 0.7);
    
  v_color = hsv2rgb(vec3(noise * 0.1 + 0.03, .7, 0.7));
    
  v_normal = normal;

  gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos, 1.0);
}

</script>
              
            
!

CSS

              
                * {
    margin: 0;
    padding: 0;
    box-sizing: border-box;
}

body {
    height: 100vh;
    width: 100vw;
}

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

              
            
!

JS

              
                const fragment = document.querySelector("#fragment").textContent;
const vertex = document.querySelector("#vertex").textContent;
const fragmentParticle = document.querySelector("#particle-fragment")
    .textContent;
const vertexParticle = document.querySelector("#particle-vertex").textContent;

const backgroundVertex = document.querySelector("#background-vertex")
    .textContent;
const backgroundFragment = document.querySelector("#background-fragment")
    .textContent;

class THREEScene {
    constructor(container = document.body) {
        this.container = container;

        this.init();
    }

    init() {
        this.setup();
        this.camera();
        this.addToScene();
        this.createParticles();
        this.createBackground();
        this.eventListeners();
        this.render();
        this.animate();
    }

    setup() {
        this.scene = new THREE.Scene();
        this.renderer = new THREE.WebGLRenderer({ antialias: true });
        this.renderer.setSize(this.viewport.width, this.viewport.height);
        this.renderer.setPixelRatio = window.devicePixelRatio;
        this.container.appendChild(this.renderer.domElement);
        this.material = new THREE.ShaderMaterial({
            vertexShader: vertex,
            fragmentShader: fragment,
            wireframe: false,
            uniforms: {
                u_time: { value: 0 },
                u_progress: { value: 0 }
            }
        });

        this.pointsMaterial = new THREE.ShaderMaterial({
            vertexShader: vertexParticle,
            fragmentShader: fragmentParticle,
            wireframe: false,
            side: THREE.DoubleSide,
            transparent: true,
            uniforms: {
                u_time: { value: 0 },
                u_progress: { value: 0 }
            }
        });
        this.clock = new THREE.Clock();
    }

    camera() {
        const fov = 40;
        const near = 0.1;
        const far = 10000;
        const aspectRatio = this.viewport.aspectRatio;
        this.camera = new THREE.PerspectiveCamera(fov, aspectRatio, near, far);
        //this.camera = new THREE.OrthographicCamera(
        //  this.viewport.width / -2,
        //this.viewport.width / 2,
        //this.viewport.height / 2,
        //this.viewport.height / -2,
        //1,
        //1000
        //);
        this.camera.position.set(0, 0, 10);
        //this.controls = new THREE.OrbitControls(
        //  this.camera,
        //this.renderer.domElement
        //);
    }

    addToScene() {
        this.geometry = new THREE.SphereGeometry(1, 162, 162);
        const sphere = new THREE.Mesh(this.geometry, this.material);

        this.scene.add(sphere);
    }

    createParticles() {
        const N = 30000;
        const position = new Float32Array(N * 3);
        this.particleGeometry = new THREE.BufferGeometry();

        let inc = Math.PI * (3 - Math.sqrt(5));
        let offset = 2 / N;
        let radius = 2;

        for (let i = 0; i < N; i++) {
            let y = i * offset - 1 + offset / 2;
            let r = Math.sqrt(1 - y * y);
            let phi = i * inc;

            position[3 * i] = radius * Math.cos(phi) * r;
            position[3 * i + 1] = radius * y;
            position[3 * i + 2] = radius * Math.sin(phi) * r;
        }

        this.particleGeometry.setAttribute(
            "position",
            new THREE.BufferAttribute(position, 3)
        );

        this.points = new THREE.Points(
            this.particleGeometry,
            this.pointsMaterial
        );
        this.scene.add(this.points);
    }

    createBackground() {
        const geometry = new THREE.PlaneGeometry(100, 15, 16);
        this.backgroundMaterial = new THREE.ShaderMaterial({
            vertexShader: backgroundVertex,
            fragmentShader: backgroundFragment,
            wireframe: false,
            uniforms: {
                u_time: { value: 0 },
                u_progress: { value: 0 }
            }
        });

        const mesh = new THREE.Mesh(geometry, this.backgroundMaterial);
        mesh.position.z = -2;
        this.scene.add(mesh);
    }

    render() {
        this.camera.lookAt(this.scene.position);
        this.renderer.render(this.scene, this.camera);
        this.material.uniforms.u_time.value = this.clock.getElapsedTime();
        this.pointsMaterial.uniforms.u_time.value = this.clock.getElapsedTime();
        this.backgroundMaterial.uniforms.u_time.value = this.clock.getElapsedTime();
        this.points.rotation.y += 0.005;

        requestAnimationFrame(() => {
            this.render();
        });
    }

    animate() {
        gsap.timeline({
            repeat: -1,
            yoyo: true
        })
            .to(this.material.uniforms.u_progress, {
                value: 5,
                duration: 5,
                ease: "power3.inOut"
            })
            .to(this.material.uniforms.u_progress, {
                value: 1,
                duration: 5,
                ease: "power3.inOut"
            });
        gsap.to(this.pointsMaterial.uniforms.u_progress, {
            value: 0.4,
            duration: 5,
            ease: "power3.inOut"
        });
    }

    eventListeners() {
        window.addEventListener("resize", this.onWindowResize.bind(this));
    }

    onWindowResize() {
        this.material.uniforms.u_time.value = this.clock.getElapsedTime();
        this.camera.aspect = this.viewport.aspectRatio;
        this.camera.updateProjectionMatrix();
        this.renderer.setSize(this.viewport.width, this.viewport.height);
    }

    get viewport() {
        const width = this.container.clientWidth;
        const height = this.container.clientHeight;
        const aspectRatio = width / height;

        return {
            width,
            height,
            aspectRatio
        };
    }
}

const scene = new THREEScene();

              
            
!
999px

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