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HTML

              
                <div id="PenDetails">
	<h1>The Starry Night</h1>
	<h2>Painting by Vincent van Gogh | WebGL translation by Darryl Huffman</h2>
</div>
              
            
!

CSS

              
                html, body {
	overflow: hidden;
	margin: 0px;
}

@import url("https://fonts.googleapis.com/css?family=Lora:400,400i,700");
@import url("https://fonts.googleapis.com/css?family=Open+Sans:400,400i,700");

#PenDetails {
	position: absolute;
	bottom: 10vh;
	left: 10vh;
	color: #FFF;
	font-family: Lora, serif;
	background-color: rgba(0,0,0,0.5);
	padding: 10px;
	border-radius: 10px;
	
	* { 
		line-height: 20px;
	}
	
	h1 {
		font-size: 14pt;
		padding-bottom: 5px;
	}
	
	h2 {
		font-family: 'Open Sans', sans-serif;
		font-size: 9pt;
		opacity: 0.75;
		padding-left: 5px;
	}
}
              
            
!

JS

              
                const url = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/223954/StarryNight2.jpg',
	 extrusion = { // how far each particle should be extruded based on its HSV color
		 h: 1.25,
		 s: 0,
		 v: 0
	 },
	 mouseExtrusion = 1 // extrusion multiplier on mouse over

function fnum(n){
	// this function takes any number and formats it for WebGL (-3 -> -3.)
	return (n + '').replace(/^([\d-]{0,})[.]?([\d]{0,})/g, '$1.$2');
}

const shaders = {
	fragment: `
		uniform sampler2D texture;
		uniform vec2 resolution;

		varying vec2 vUv;
		varying vec4 vColor;

		void main() {
			// color is passed in through vertex shader
			gl_FragColor = vColor;
		}
	`,
	vertex: `
		uniform sampler2D texture;
		uniform vec2 resolution;
		uniform vec3 hsv;
		uniform vec3 mouse;

		varying vec4 vColor;

		vec3 rgb2hsv(vec3 c)
		{
		    vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
		    vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
		    vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));

		    float d = q.x - min(q.w, q.y);
		    float e = 1.0e-10;
		    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
		}
	
		vec4 distanceTo(vec3 p1, vec3 p2){
			// returns vec4, first 3 positions being the distance on that axis and the 4th being the total distance
			vec3 d = vec3(p2.x - p1.x, p2.y - p1.y, 0.);

			return vec4(abs(d.x),
				abs(d.y),
				abs(d.z),
				sqrt(d.x*d.x + d.y*d.y + d.z*d.z));
		}
		
		float getBrilliance(vec3 color) {
		  // Calculate the luminance of the color
		  float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));

		  // Normalize the luminance to a value between 0 and 1
		  return luminance / max(luminance, 1.0);
		}

		void main() {
			vec2 vUv = vec2(resolution.x - position.x, position.y)/resolution;

			vec3 p = position;

			// center particles (resolution is the image's dimensions)
			p.x = p.x - resolution.x / 2.; 
			p.y = p.y - resolution.y / 2.;
			
			// get the distance from this particle to the mouse
			vec4 d = distanceTo(vec3(-p.x, -p.y, p.z), mouse); 
	
			// get the color of this particle and store it in a varying vec4 to pass to the fragment shader
			vColor = texture2D(texture, vUv); 

			// calculate how var this particle will be excluded based off hsv extrusion values set in javascript
			float extrusion = (vColor.x * hsv.x) +
						   (vColor.y * hsv.y) +
						   (vColor.z * hsv.z);
			
			extrusion = getBrilliance(vColor.xyz);
			
			// mouse extrusion multiplier
			float dm = (pow(2., (40.-d.w) * 0.1) * 0.2 - 1.) * ${fnum(mouseExtrusion)};

			// multiply the extrusion by the mouse extrusion multiplier
			extrusion = extrusion + extrusion * dm;
			
			gl_PointSize = 2.5;
			gl_Position = projectionMatrix * modelViewMatrix * vec4(vec3(p.x, p.y, extrusion),1.0);
		}
	`
}


// set up variables
let width = window.innerWidth,
    height = window.innerHeight,
    currentTime = 0,
    mouse = new THREE.Vector2(),
    clickables = [],
    mesh = undefined,
    mouseDetectionPlane = undefined,
    currentExtrusion = { h: 0, s: 0, v: 0 }
   

const scene = new THREE.Scene(),
	 camera = new THREE.PerspectiveCamera(
		 75, width / height, 0.1, 1000
	 ),
	 renderer = new THREE.WebGLRenderer({ antialias: true }),
   	 raycaster = new THREE.Raycaster(),
	 loader = new THREE.TextureLoader(),
	 startTime = new Date().getTime(),
	 half_PI = Math.PI / 2


renderer.setSize(width, height)
document.body.appendChild(renderer.domElement)
THREE.ImageUtils.crossOrigin = 'Anonymous'

let texture = loader.load(url, texture => {
	let imageScale = 0.01,
	    pointDist = 1 * imageScale,
	    imageHeight = texture.image.height * imageScale,
	    imageWidth = texture.image.width * imageScale,
	    geometry = new THREE.BufferGeometry(),
	    positions = [],
	    sizes = [];
	
	let material = new THREE.ShaderMaterial({
		uniforms: {
			texture: { type: "t", value: texture },
			resolution: { type : 'v2', value : new THREE.Vector2( imageWidth, imageHeight) },
			mouse: { type : 'v3', value : new THREE.Vector3(0, 0, 0) },
			hsv: { type: "v3", value: new THREE.Vector3(currentExtrusion) }
		},
		vertexShader: shaders.vertex,
		fragmentShader: shaders.fragment
	})
	
	camera.position.z = Math.max(imageWidth, imageHeight) * 0.2
	
	function mod(x,y){
		return x % y;
	}

	for ( var x = 0; x + pointDist < imageWidth; x += pointDist) {
		for ( var y = 0; y + pointDist < imageHeight; y += pointDist) {
			positions.push(x);
			positions.push(y);
			positions.push(0);
			sizes.push( 1 );
		}
	}

	geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
	geometry.addAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setDynamic( true ) );

	mesh = new THREE.Points(geometry, material)
	mesh.rotation.y = Math.PI
	mesh.rotation.x = Math.PI
	scene.add(mesh)
	
	mouseDetectionPlane = new THREE.Mesh(
		new THREE.PlaneGeometry( imageWidth + 50, imageHeight + 50, 4, 4 ),
		new THREE.MeshBasicMaterial({ color: 0x000000, side: THREE.DoubleSide, opacity: 0, transparent: true, depthWrite: false })
	)
	clickables.push(mouseDetectionPlane)
	scene.add(mouseDetectionPlane)
	
	
	
	new TWEEN.Tween(camera.position)
	.to({ z: Math.max(imageWidth, imageHeight) * 0.6 }, 4000)
	.easing(TWEEN.Easing.Quadratic.Out)
	.start()
	
	new TWEEN.Tween(currentExtrusion)
	.to(extrusion, 5000)
	.easing(TWEEN.Easing.Quadratic.Out)
	.start()
});

document.addEventListener('mousemove', e => {
	mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
	mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
	
	raycaster.setFromCamera(mouse, camera);
	
	let intersects = raycaster.intersectObjects(clickables),
	    p = intersects.length > 0 ? intersects[0].point : new THREE.Vector3(0,0,0)
	
	mesh.material.uniforms.mouse.value.set(p.x, p.y, p.z)
})


function render(time) {
	let now = new Date().getTime()
	currentTime = (now - startTime) / 1000
    TWEEN.update(time);
	
	if(mesh) {
		let xRotation = Math.PI + Math.cos(currentTime * 0.25 + 14) * (half_PI * 0.25)
		let yRotation = Math.PI + Math.sin(currentTime * 0.15 - 1) * (half_PI * 0.25)
		
		//mesh.rotation.x = xRotation
		//sh.rotation.y = yRotation
		mouseDetectionPlane.rotation.x = xRotation
		mouseDetectionPlane.rotation.y = yRotation
		
		mesh.material.uniforms.hsv.value.set(currentExtrusion.h, currentExtrusion.s, currentExtrusion.v)
	}
	
	requestAnimationFrame(render)
	renderer.render(scene, camera)
}
render()
              
            
!
999px

Console