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

Auto Save

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

              
                <!--Shader from https://www.shadertoy.com/view/XslGRr-->

<!--Lag? Try making the width and height smaller-->
              
            
!

CSS

              
                body {
  overflow: hidden;
}

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

JS

              
                console.clear();

var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
var stage = new PIXI.Stage(0x0, true);
var renderer = PIXI.autoDetectRenderer(width, height);
document.body.appendChild(renderer.view);

var uniforms = {
  iResolution: {
    type: "2f",
    value: {
      x: width,
      y: height
    }
  },
  iGlobalTime: {
    type: "1f",
    value: 0
  },
  iMouse: {
    type: "2f",
    value: {
      x: 0,
      y: 0
    }
  }
};

var fragmentSrc = [
  "precision mediump float;",
  
  "uniform vec2 iResolution;",
  "uniform float iGlobalTime;",
  "uniform vec2 iMouse;",
  
  "float hash( float n ) {",
    "return fract(sin(n)*43758.5453);",
  "}",
  
  "float noise( in vec3 x ) {",
    "vec3 p = floor(x);",
    "vec3 f = fract(x);",
    "f = f*f*(3.0-2.0*f);",
    "float n = p.x + p.y*57.0 + 113.0*p.z;",
    "return mix(mix(mix( hash(n+  0.0), hash(n+  1.0),f.x),",
                   "mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),",
               "mix(mix( hash(n+113.0), hash(n+114.0),f.x),",
                   "mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);",
  "}",
  
  "vec4 map( in vec3 p ) {",
    "float d = 0.2 - p.y;",
    "vec3 q = p - vec3(1.0,0.1,0.0)*iGlobalTime;",
    "float f;",
    "f  = 0.5000*noise( q ); q = q*2.02;",
    "f += 0.2500*noise( q ); q = q*2.03;",
    "f += 0.1250*noise( q ); q = q*2.01;",
    "f += 0.0625*noise( q );",
    "d += 3.0 * f;",
    "d = clamp( d, 0.0, 1.0 );",
    "vec4 res = vec4( d );",
    "res.xyz = mix( 1.15*vec3(1.0,0.95,0.8), vec3(0.7,0.7,0.7), res.x );",
    "return res;",
  "}",
  
  "vec3 sundir = vec3(-1.0,0.0,0.0);",
  
  "vec4 raymarch( in vec3 ro, in vec3 rd ) {",
    "vec4 sum = vec4(0, 0, 0, 0);",
    "float t = 0.0;",
    "for(int i=0; i<64; i++) {",
      "if( sum.a > 0.99 ) continue;",

      "vec3 pos = ro + t*rd;",
      "vec4 col = map( pos );",
		
      "#if 1",
        "float dif =  clamp((col.w - map(pos+0.3*sundir).w)/0.6, 0.0, 1.0 );",
        "vec3 lin = vec3(0.65,0.68,0.7)*1.35 + 0.45*vec3(0.7, 0.5, 0.3)*dif;",
        "col.xyz *= lin;",
      "#endif",
		
      "col.a *= 0.35;",
      "col.rgb *= col.a;",
      "sum = sum + col*(1.0 - sum.a);	",

      "#if 0",
        "t += 0.1;",
      "#else",
        "t += max(0.1,0.025*t);",
      "#endif",
    "}",

    "sum.xyz /= (0.001+sum.w);",
    "return clamp( sum, 0.0, 1.0 );",
  "}",
  
  "void main(void) {",
    "vec2 q = gl_FragCoord.xy / iResolution.xy;",
    "vec2 p = -1.0 + 2.0*q;",
    "p.x *= iResolution.x/ iResolution.y;",
    "vec2 mo = -1.0 + 2.0*iMouse.xy / iResolution.xy;",
    
    // camera
    "vec3 ro = 4.0*normalize(vec3(cos(2.75-3.0*mo.x), 0.7+(mo.y+1.0), sin(2.75-3.0*mo.x)));",
    "vec3 ta = vec3(0.0, 1.0, 0.0);",
    "vec3 ww = normalize( ta - ro);",
    "vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), ww ));",
    "vec3 vv = normalize(cross(ww,uu));",
    "vec3 rd = normalize( p.x*uu + p.y*vv + 1.5*ww );",

	
    "vec4 res = raymarch( ro, rd );",

    "float sun = clamp( dot(sundir,rd), 0.0, 1.0 );",
    "vec3 col = vec3(0.6,0.71,0.75) - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5;",
    "col += 0.2*vec3(1.0,.6,0.1)*pow( sun, 8.0 );",
    "col *= 0.95;",
    "col = mix( col, res.xyz, res.w );",
    "col += 0.1*vec3(1.0,0.4,0.2)*pow( sun, 3.0 );",
  
    "gl_FragColor = vec4( col, 1.0 );",
  "}"
];

var shader = new PIXI.AbstractFilter(fragmentSrc, uniforms);

var bg = PIXI.Sprite.fromImage("https://s3-us-west-2.amazonaws.com/s.cdpn.io/167451/test_BG.jpg");
bg.width = width;
bg.height = height;
bg.shader = shader;
stage.addChild(bg);

var logo = PIXI.Sprite.fromImage("https://s3-us-west-2.amazonaws.com/s.cdpn.io/167451/pixiJsV2.png");
logo.width = 472 / 3;
logo.height = 174 / 3;
logo.x = width - logo.width - 10;
logo.y = height - logo.height - 10;
stage.addChild(logo);

var count = 0;
var mouse;

function animate() {
  count += 0.01;
  mouse = stage.getMousePosition();
  
  shader.uniforms.iGlobalTime.value = count;
  if (mouse.x > 0 && mouse.y > 0) {  // If mouse is over stage
    shader.uniforms.iMouse.value = {
      x: mouse.x,
      y: mouse.y
    };
  }
  shader.syncUniforms();
    
  renderer.render(stage);
        
  requestAnimFrame(animate);
}

requestAnimFrame(animate);
              
            
!
999px

Console