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HTML

              
                <script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/STLLoader.js"></script>

<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/CopyShader.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/FilmShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/FilmPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/ShaderPass.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/OutlinePass.js"></script>

<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/libs/stats.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/libs/dat.gui.min.js"></script>
              
            
!

CSS

              
                body { margin: 0; }
canvas { position: absolute; top: 0px; left: 0px; }
              
            
!

JS

              
                function perlin(){ 
	return `
#ifdef GL_ES
  precision highp float;
  #endif

  #define PI 3.14159265359;

  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform float u_xpos;
  uniform float u_ypos;

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

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);

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

  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 );

  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy;
  vec3 x3 = x0 - D.yyy;

  i = mod289(i); 
  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 ));

  float n_ = 0.142857142857;
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );

  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);

  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;

  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) ) );
  }
`
}

const shaders = {
	cloth: {
		vertex: `

uniform float time;

varying vec3 vUv; 
varying float e;

${perlin()}

void main() {
	vec3 p = position;
	
	vec3 p2 = vec3(p.x + time * 1.1, p.y + time * 5.1, p.z);
	vec3 p3 = vec3(p.x + time * 1.1 + 9999., p.y + time * 5.1 + 9999., p.z);
	
	e = sin(snoise(vec3(p2.x * .025, p2.y * .025, time * 0.05))  * 7.) * .75;
	
	e += sin(snoise(vec3(p3.x * .001, p3.y * .001, time * 0.05))  * 20.) * .5;
	
	p.z += e;

	vec4 modelViewPosition = modelViewMatrix * vec4(p.x, p.y, p.z * 2., 1.0);
	gl_Position = projectionMatrix * modelViewPosition; 
	vUv = (modelMatrix * vec4(p, 1.0)).xyz; 
}

`,
		fragment: `

uniform vec3 camera;
uniform float time;

varying vec3 vUv;
varying float e;

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);
}

void main() {
	//float d = dot(camera, normalize(vUv)) / (3.1415 * 8.);
	//vec3 c = hsv2rgb(vec3(d, 1., 1.));
	//c = mix(vec3(1., 0., 1.), c, .75);
	vec3 c = hsv2rgb(vec3(e * .8,1.,1.));
	c = mix(vec3(1., 0., 1.), c, .75);
	
	float light = e * 1.;
	
	gl_FragColor = vec4(vec3(.5,.5,.5) * cos(e * 25.), 1.0);
	//gl_FragColor = vec4(c * light, 1.0);
}

`
	}
}



const scene = new THREE.Scene(),
	 width = window.innerWidth,
	 height = window.innerHeight,
	 camera = new THREE.PerspectiveCamera( 45, width / height, 0.1, 1000 ),
	 renderer = new THREE.WebGLRenderer(),
	 startTime = new Date().getTime(),
	 timeOffset = 15

var composer, outlinePass;

let currentTime = 0

renderer.setSize( window.innerWidth, window.innerHeight )
document.body.appendChild( renderer.domElement )

let CameraHolder = new THREE.Object3D()
CameraHolder.add(camera)
scene.add(CameraHolder)

let controls = new window.THREE.OrbitControls( camera, renderer.domElement )

composer = new THREE.EffectComposer( renderer )

var renderPass = new THREE.RenderPass( scene, camera );
composer.addPass( renderPass );

outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight ), scene, camera);
composer.addPass( outlinePass );


let bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( width, height ), 1.5, .4, .85 );
renderer.toneMappingExposure = 1;
bloomPass.threshold = 0;
bloomPass.strength = 1.5;
bloomPass.radius = 1.5;
//composer.addPass(bloomPass);

/*
let filmPass = new THREE.FilmPass(0.34, 0.025, 256, false);
composer.addPass(filmPass);

outlinePass.edgeStrength = 3
outlinePass.edgeThickness = 1
outlinePass.edgeGlow  = 0
outlinePass.visibleEdgeColor.set('#ffffff')
outlinePass.hiddenEdgeColor.set('#ffffff')
outlinePass.BlurDirectionX = new THREE.Vector2(0.0, 0.0)
outlinePass.BlurDirectionY = new THREE.Vector2(0.0, 0.0)
*/

let uniforms = {
	camera: { value: camera.position },
	time: { value: 0 }
}

let length = 40,
    cameraZ = 40

var geometry = new THREE.PlaneGeometry( length * 1.2, length, 600, 600 );
//var geometry = new THREE.SphereGeometry( 1, 100, 100 );
let material =  new THREE.ShaderMaterial({
    uniforms: uniforms,
    fragmentShader: shaders.cloth.fragment,
    vertexShader: shaders.cloth.vertex
  })
var plane = new THREE.Mesh( geometry, material );
scene.add( plane );

plane.rotation.x = Math.PI * 1.8
plane.position.y = 0
plane.position.z = -(length * .32)

camera.position.z = cameraZ

function animate() {
	var now = new Date().getTime();
	currentTime = (now - startTime) / 1000;
	let t = currentTime + timeOffset;
	
	CameraHolder.updateMatrixWorld();
	camera.updateMatrixWorld();
	var vector = camera.position.clone();
	vector.applyMatrix4( camera.matrixWorld );
	
	uniforms.time.value = t;
	uniforms.camera.value = vector;
	
	//CameraHolder.rotation.y = t * 0.1
	//CameraHolder.rotation.x = -.1 + Math.cos(t * 0.15) * (Math.PI * .01)
	
	requestAnimationFrame(animate)
	//renderer.render(scene, camera)
	composer.render()
}
animate()
              
            
!
999px

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