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HTML

              
                <canvas></canvas>

<footer>
 Made with 🐳 by <a href="https://twitter.com/cvaneenige" target="_blank">Colin</a>
</footer>
              
            
!

CSS

              
                html,
body {
  width: 100%;
  height: 100%;
  margin: 0;
  overflow: hidden;
  background: black;
}

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

* {
  user-select: none;
  -webkit-tap-highlight-color: transparent;
}

footer {
  position: fixed;
  right: 0;
  top: 0;
  left: 0;
  padding: 10px 10px;
  text-align: right;
  font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen,
    Ubuntu, Cantarell, "Fira Sans", "Droid Sans", "Helvetica Neue", sans-serif;
  font-size: 14px;

  color: #fff;
  -webkit-font-smoothing: antialiased;
  -moz-osx-font-smoothing: grayscale;
}

a {
  display: inline-block;
  margin-left: 2px;
  padding: 2px 4px;
  color: rgba(52, 52, 54, 1);
  text-decoration: none;
  background-color: #fcd000;
  border-radius: 4px;
  opacity: 1;
  transition: opacity 0.2s;

  &:hover {
    opacity: 0.6;
  }
}

              
            
!

JS

              
                // Do you like rainbow waves?
const rainbow = false;

// Need more performance?
const HD = true;

const canvas = document.querySelector("canvas");
const background = document.querySelector(".background");
const bar = document.querySelector(".progress");

const initialize = vertices => {
  const pixelRatio = HD ? window.devicePixelRatio : 1;
  const rows = HD ? 150 : 100;
  const multiplier = rows * rows;
  const duration = 0.4;
  const geometry = [{ x: 0, y: 0, z: 0 }];
  const pointSize = (HD ? 6 : 2).toFixed(1);

  let step = 0.004;
  const size = 5;
  const attributes = [
    {
      name: "aPositionStart",
      data: (i, total) => [
        size - ((i % rows) / rows + 0.5 / rows) * (size * 2),
        -1,
        (size - (Math.floor(i / rows) / rows + 0.5 / rows) * size * 2) * -1
      ]
    },
    {
      name: "aControlPointOne",
      data: i => [
        size - ((i % rows) / rows + 0.5 / rows) * (size * 2),
        -0.5 + getRandom(0.2),
        (size - (Math.floor(i / rows) / rows + 0.5 / rows) * size * 2) * -1
      ]
    },
    {
      name: "aControlPointTwo",
      data: i => [
        size - ((i % rows) / rows + 0.5 / rows) * (size * 2),
        -0.5 + getRandom(0.2),
        (size - (Math.floor(i / rows) / rows + 0.5 / rows) * size * 2) * -1
      ]
    },
    {
      name: "aPositionEnd",
      data: i => [
        size - ((i % rows) / rows + 0.5 / rows) * (size * 2),
        -1,
        (size - (Math.floor(i / rows) / rows + 0.5 / rows) * size * 2) * -1
      ]
    },
    {
      name: "aOffset",
      data: i => [i * ((1 - duration) / (multiplier - 1))]
    },
    {
      name: "aColor",
      data: (i, total) => getHSL(
        rainbow ? i / total * 1.0 : 0.5 + i / total * 0.4,
        0.5, 
        0.5
      )
    }
  ];

  const uniforms = [
    {
      name: "uProgress",
      type: "float",
      value: 0.8
    }
  ];

  const vertexShader = `
  attribute vec3 aPositionStart;
  attribute vec3 aControlPointOne;
  attribute vec3 aControlPointTwo;
  attribute vec3 aPositionEnd;
  attribute float aOffset;
  attribute vec3 aColor;

  uniform float uProgress;
  uniform mat4 uMVP;

  varying vec3 vColor;

  vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
    return mix(mix(mix(a, b, t), mix(b, c, t), t), mix(mix(b, c, t), mix(c, d, t), t), t);
  }

  float easeInOutQuint(float t){
    return t < 0.5 ? 16.0 * t * t * t * t * t : 1.0 + 16.0 * (--t) * t * t * t * t;
  }

  void main () {
    float tProgress = easeInOutQuint(min(1.0, max(0.0, (uProgress - aOffset)) / ${duration}));
    vec3 newPosition = bezier4(aPositionStart, aControlPointOne, aControlPointTwo, aPositionEnd, tProgress);
    gl_PointSize = ${pointSize} + ((newPosition.y + 1.0) * 80.0);
    gl_Position = uMVP * vec4(newPosition, 1.0);
    vColor = aColor;
  }
`;

  const fragmentShader = `
  precision mediump float;

  varying vec3 vColor;

  void main() {
     vec2 pc = 2.0 * gl_PointCoord - 1.0;
     gl_FragColor = vec4(vColor, 1.0 - dot(pc, pc));
  }
`;

  const onSetup = gl => {
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
    gl.enable(gl.BLEND);
  };

  const onRepeat = () => {
    rotateY(uniforms[uniforms.length - 1].value, 0.002);
    if (uniforms[0].value < 0) {
      uniforms[0].value = 1;
    }
    uniforms[0].value -= step;
  };

  // const diff = (a, b) => Math.abs(a - b);

  // const ratio = window.innerWidth / window.innerHeight;
  // const halfWidth = window.innerWidth / 2;
  // const halfHeight = window.innerHeight / 2;
  // window.addEventListener('mousemove', (e) => {
  //   uniforms[0].value = (((e.clientX - halfWidth) / halfWidth) * ratio).toFixed(4);
  //   uniforms[1].value = (((e.clientY - halfHeight) / halfHeight)).toFixed(4) * -1;
  // });

  const options = {
    onSetup,
    onRepeat,
    pixelRatio
  };

  starlings(
    canvas,
    geometry,
    multiplier,
    attributes,
    uniforms,
    vertexShader,
    fragmentShader,
    options
  );
};

const getRandom = value => Math.random() * value - value / 2;

const rotateY = (matrix, angle) => {
  const sin = Math.sin(angle);
  const cos = Math.cos(angle);
  const clone = JSON.parse(JSON.stringify(matrix));

  matrix[0] = clone[0] * cos - clone[8] * sin;
  matrix[1] = clone[1] * cos - clone[9] * sin;
  matrix[2] = clone[2] * cos - clone[10] * sin;
  matrix[3] = clone[3] * cos - clone[11] * sin;
  matrix[8] = clone[0] * sin + clone[8] * cos;
  matrix[9] = clone[1] * sin + clone[9] * cos;
  matrix[10] = clone[2] * sin + clone[10] * cos;
  matrix[11] = clone[3] * sin + clone[11] * cos;
};

const h2r = (p, q, t) => {
  if (t < 0) t += 1;
  if (t > 1) t -= 1;
  if (t < 1 / 6) return p + (q - p) * 6 * t;
  if (t < 1 / 2) return q;
  if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  return p;
};

const getHSL = (h, s, l) => {
  h = (h % 1 + 1) % 1;
  s = Math.max(0, Math.min(1, s));
  l = Math.max(0, Math.min(1, l));
  if (s === 0) return [l, l, l];
  const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  const q = 2 * l - p;
  return [h2r(q, p, h + 1 / 3), h2r(q, p, h), h2r(q, p, h - 1 / 3)];
};

initialize();

              
            
!
999px

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