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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

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