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              <!DOCTYPE html>
<html>
	<head>
		<meta charset="utf-8">
		<link rel="stylesheet" type="text/css" href="style.css">
		<script type="text/javascript" src="https://rawgit.com/dataarts/dat.gui/master/build/dat.gui.js"></script>
	</head>
	<body>
		<div id="container"></div>
		<script type="text/javascript" src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
		<script id="vertexShader" type="x-shader/x-vertex">
			uniform float time;
			uniform vec2 resolution;
			void main()	{
				gl_Position = vec4( position, 1.0 );
			}
		</script>
		<script id="fragmentShader" type="x-shader/x-fragment">
			// Author:
			// Title:
			
			#ifdef GL_ES
			precision mediump float;
			#endif
			
			#define M_PI 3.1415926535897932384626433832795
			#define M_2PI M_PI * 2.
			#define M_HPI M_PI / 2.
			#define M_E exp(1.)
			
			uniform vec2 u_resolution;
			uniform float u_time;
			
			uniform float u_a_amplitude;
			uniform float u_a_pshift;
			uniform float u_a_period;
			uniform float u_a_vshift;
			uniform float u_a_ratio;
			uniform float u_a_decay;
			uniform float u_a_exponent;
			uniform float u_a_plusx;
			
			uniform float u_a_sine;
			uniform float u_a_square;
			uniform float u_a_sawtooth;
			uniform float u_a_triangle;
			uniform float u_a_pulse;
			uniform float u_a_noise;
			uniform float u_a_dampedSine;
			uniform float u_a_sineIn;
			uniform float u_a_sineOut;
			uniform float u_a_sineInOut;
			uniform float u_a_polyIn;
			uniform float u_a_polyOut;
			uniform float u_a_polyInOut;
			
			uniform float u_o_amplitude;
			uniform float u_o_pshift;
			uniform float u_o_period;
			uniform float u_o_vshift;
			uniform float u_o_ratio;
			uniform float u_o_decay;
			uniform float u_o_exponent;
			uniform float u_o_plusx;
			
			uniform float u_o_sine;
			uniform float u_o_square;
			uniform float u_o_sawtooth;
			uniform float u_o_triangle;
			uniform float u_o_pulse;
			uniform float u_o_noise;
			uniform float u_o_dampedSine;
			uniform float u_o_sineIn;
			uniform float u_o_sineOut;
			uniform float u_o_sineInOut;
			uniform float u_o_polyIn;
			uniform float u_o_polyOut;
			uniform float u_o_polyInOut;
			
			uniform float u_p_pattern_height;
			uniform float u_p_band_height;
			
			float tempo = 15.;
			
			int pattern_n = int(ceil(u_resolution.y / u_p_pattern_height));
			vec2 pattern = vec2((u_p_pattern_height / u_resolution.y) * u_resolution.x, u_p_pattern_height);
			vec2 band = vec2((u_p_band_height / u_resolution.y) * u_resolution.x, u_p_band_height);
			vec2 gap = vec2(((u_p_pattern_height - u_p_band_height) / u_resolution.y * u_resolution.x), (u_p_pattern_height - u_p_band_height));
			
			vec2 pattern_st = pattern / u_resolution;
			vec2 band_st = band / u_resolution;
			vec2 gap_st = gap / u_resolution;
			
			float mv() {
			  float t = 60.0/tempo;
			  return u_time / t;
			}
			
			float rand(float x) {
			   return fract(sin(x)*100000.0);
			}
			
			float sine(float x, float vars[9]) {
			  float amp = vars[0];
			  float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float b = M_2PI / period;
				float c = pshift * M_2PI;
				return amp * sin((x * b) + c) + vshift;
			}
			
			float square(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float b = 1./period;
				return amp * floor(fract((x * b) + pshift) + .5) + vshift;
			}
			
			float sawtooth(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float b = 1./period;
				return amp * fract((x * b) + pshift) + vshift;
			}
			
			float triangle(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float b = 1./period;
				return amp * abs(2.0 * fract((x * b) + pshift) - 1.0) + vshift;
			}
			
			float pulse(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float ratio = vars[4]; // 0 to 1 start at .25
				float b = 1./period;
				return amp * floor(fract((x * b) + pshift) - ratio) + vshift;
			
			}
			
			float noise(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				period = M_2PI / period;
				pshift = pshift * M_2PI;
				float i = floor((x * period) + pshift);
				float f = fract((x * period) + pshift);
				return amp * mix(rand(i), rand(i + 1.0), smoothstep(0.,1.,f)) + vshift;
			}
			
			float dampedSine(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float decay = vars[5];
				period = M_2PI / period;
				pshift = pshift * M_2PI;
			
				return ((amp * pow(M_E, -1.0 * decay * x)) * (cos((period * x) + pshift))) + vshift;
			}
			
			float sineIn(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				period = M_HPI / period;
				pshift = pshift * M_HPI;
				return 1. - (amp * cos(mod((x * period) + pshift, M_HPI)) + vshift);
			}
			
			float sineOut(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				period = M_HPI / period;
				pshift = pshift * M_HPI;
			
				return amp * sin(mod((x * period) + pshift, M_HPI)) + vshift;
			}
			
			float sineInOut(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				period = M_PI / period;
				pshift = pshift * M_PI;
				return (1. - (amp * cos(mod((x * period) + pshift, M_PI)) + vshift))/2.;
			}
			
			float polyIn(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float exponent = vars[6];
				float b = 1./period;
				float inner = fract(x*b + pshift);
			
				return amp * clamp(pow(inner,exponent),0.,1.) + vshift;
			}
			
			float polyOut(float x, float vars[9]) {
				float amp = vars[0];
				float pshift = vars[1];
				float period = vars[2];
				float vshift = vars[3];
				float exponent = vars[6];
				float b = 1./period;
				float inner = fract(x*b + pshift);
			
				return amp * clamp((1. - pow(1.- inner,exponent)),0.,1.) + vshift + amp;
			}
			
			float polyInOut(float x, float vars[9]) {
				float period = vars[2];
				return (mod(x,period) <= period/2.) ? polyIn(x*2., vars) : polyOut(x*2., vars);
			} 
			
			float alpha(float x) {
				float o = 0.;
				float vars[9];
				vars[0] = u_a_amplitude;
				vars[1] = u_a_pshift;
				vars[2] = u_a_period;
				vars[3] = u_a_vshift;
				vars[4] = u_a_ratio;
				vars[5] = u_a_decay;
				vars[6] = u_a_exponent;
				vars[7] = u_a_plusx;
				vars[8] = 0.;
			
				o += sine(x, vars) * u_a_sine;
				o += square(x, vars) * u_a_square;
				o += sawtooth(x, vars) * u_a_sawtooth;
				o += triangle(x, vars) * u_a_triangle;
				o += pulse(x, vars) * u_a_pulse;
				o += noise(x, vars) * u_a_noise;
				o += dampedSine(x, vars) * u_a_dampedSine;
				o += sineIn(x, vars) * u_a_sineIn;
				o += sineOut(x, vars) * u_a_sineOut;
				o += sineInOut(x, vars) * u_a_sineInOut;
				o += polyIn(x, vars) * u_a_polyIn;
				o += polyOut(x, vars) * u_a_polyOut;
				o += polyInOut(x, vars) * u_a_polyInOut;
			
				o += u_a_plusx * x;
			
				return o;
			}
			
			float omega(float x) {
				float o = 0.;
				float vars[9];
				vars[0] = u_o_amplitude;
				vars[1] = u_o_pshift;
				vars[2] = u_o_period;
				vars[3] = u_o_vshift;
				vars[4] = u_o_ratio;
				vars[5] = u_o_decay;
				vars[6] = u_a_exponent;
				vars[7] = u_o_plusx;
				vars[8] = 0.;
			
				o += sine(x, vars) * u_o_sine;
				o += square(x, vars) * u_o_square;
				o += sawtooth(x, vars) * u_o_sawtooth;
				o += triangle(x, vars) * u_o_triangle;
				o += pulse(x, vars) * u_o_pulse;
				o += noise(x, vars) * u_o_noise;
				o += dampedSine(x, vars) * u_o_dampedSine;
				o += sineIn(x, vars) * u_o_sineIn;
				o += sineOut(x, vars) * u_o_sineOut;
				o += sineInOut(x, vars) * u_o_sineInOut;
				o += polyIn(x, vars) * u_o_polyIn;
				o += polyOut(x, vars) * u_o_polyOut;
				o += polyInOut(x, vars) * u_o_polyInOut;
			
				o += u_o_plusx * x;
			
				return o;
			}
			
			
			float delta(vec2 st) {
				float ax = alpha(st.x);
				float ox = omega(st.x);
				float factor = st.y;
				return ax + ((ox - ax) * factor);
			}
			
			float eval(vec2 st) {
				float fx = delta(st);
				float dist = mod((st.y - fx), pattern_st.y);
				return step(dist,band_st.y);
			}
			
			void main() {
				vec2 st = gl_FragCoord.xy/u_resolution.xy;
				st.x *= u_resolution.x/u_resolution.y;
				// st *= 2.0 - 1.0;
			
				vec3 color = vec3(eval(st));
			
				gl_FragColor = vec4(color,1.0);
			}
		</script>
		<script type="text/javascript" src="script.js"></script>
	</body>
</html>
            
          
!
            
              html,body{
	height:100%;
	padding:0;
	margin:0;
	background: #000000;
}

*{
	box-sizing:border-box;
}

canvas {
	border-width: 10px;
	border-style: solid;
	border-color: #ffffff;
	width: auto;
	height: auto;
}

#container {
	width:100%;
	height:100%;
	display:flex;
	justify-content:center;
	align-items:center;
}

            
          
!
            
              var opts = {
	canvas: {
		width: {val: 1080, min: 100, max: 2000, name: "Width"},
		height:{val: 720, min: 100, max: 2000, name: "Height"},
	},
	alpha: {
		amplitude: {val: .25, min:-4, max:4, name: "Amplitude"},
		pshift: {val: 0.0, min: -4, max: 4, name: "Phase Shift"},
		period: {val: .25, min: 0.001, max: 4, name: "Period"},
		vshift: {val: .5, min: -4, max: 4, name: "Vertical Shift"},
		ratio: {val: .5, min: 0, max: 1, name: "Pulse Ratio"},
		decay: {val: 4, min: 0, max: 10, name: "Damp Decay"},
		exponent: {val: 3, min: 0, max:6, name: "Exponent"},
		plusx: {val: 0, min: -10.0, max: 10, name: "Plus X"},

		type: {val: "sine", name: "Wave Type"}
	},
	omega: {
		amplitude: {val: .25, min:-4, max:4, name: "Amplitude"},
		pshift: {val: 0.0, min: -4, max: 4, name: "Phase Shift"},
		period: {val: .25, min: 0.001, max: 4, name: "Period"},
		vshift: {val: .5, min: -4, max: 4, name: "Vertical Shift"},
		ratio: {val: .5, min: 0, max: 1, name: "Pulse Ratio"},
		decay: {val: 4, min: 0, max: 10, name: "Damp Decay"},
		exponent: {val: 3, min: 0, max:6, name: "Exponent"},
		plusx: {val: 0, min: -10.0, max: 10.0, name: "Plus X"},

		type: {val: "sine", name: "Wave Type"}
	},
	pattern: {
		patternHeight: {val: 50, min: 0, max: 400, name: "pattern Height"},
		bandHeight: {val: 25, min: 0, max: 400, name: "Band Height"}
	}
};

var waveTypes =  [
	"sine",
	"square",
	"sawtooth",
	"triangle",
	"pulse",
	"noise",
	"dampedSine",
	"sineIn",
	"sineOut",
	"sineInOut",
	"polyIn",
	"polyOut",
	"polyInOut",
]

var container;
var camera, scene, renderer;
var uniforms, material, mesh;
var gui, alphaF, omegaF, canvasF, patternF, beatF;

var startTime = Date.now();

init();
animate();

function init() {
	initUniforms();
	initThree();
	initGUI();
}

function initUniforms() {
	uniforms = {
		u_time: { type: "f", value: 1.0 },
		u_resolution: { type: "v2", value: new THREE.Vector2(opts.canvas.width.val, opts.canvas.height.val) },
		
		u_a_amplitude: { type: "f", value: opts.alpha.amplitude.val },
		u_a_pshift: { type: "f", value: opts.alpha.pshift.val },
		u_a_period: { type: "f", value: opts.alpha.period.val },
		u_a_vshift: { type: "f", value: opts.alpha.vshift.val },
		u_a_ratio: {type: "f", value: opts.alpha.ratio.val},
		u_a_decay: {type: "f", value: opts.alpha.decay.val},
		u_a_exponent: {type: "f", value: opts.alpha.exponent.val},
		u_a_plusx: {type:"f", value: opts.alpha.plusx.val},

		u_o_amplitude: { type: "f", value: opts.omega.amplitude.val },
		u_o_pshift: { type: "f", value: opts.omega.pshift.val },
		u_o_period: { type: "f", value: opts.omega.period.val },
		u_o_vshift: { type: "f", value: opts.omega.vshift.val },
		u_o_ratio: {type: "f", value: opts.omega.ratio.val},
		u_o_decay: {type: "f", value: opts.omega.decay.val},
		u_o_exponent: {type: "f", value: opts.omega.exponent.val},
		u_o_plusx: {type:"f", value: opts.omega.plusx.val},

		u_p_pattern_height: {type: "f", value: opts.pattern.patternHeight.val},
		u_p_band_height: {type: "f", value: opts.pattern.bandHeight.val}
	};

	waveTypes.forEach(w => {
		var aVal = opts.alpha.type.val == w ? 1 : 0;
		var oVal = opts.omega.type.val == w ? 1 : 0;

		var uaname = "u_a_" + w;
		var uoname = "u_o_" + w;

		uniforms[uaname] = {type: "f", value: aVal};
		uniforms[uoname] = {type: "f", value: oVal};
	});
}

function initThree() {
	container = document.getElementById('container');
	camera = new THREE.Camera();
	camera.position.z = 1;
	scene = new THREE.Scene();

	material = new THREE.ShaderMaterial({
		uniforms: uniforms,
		vertexShader: document.getElementById('vertexShader').textContent,
		fragmentShader: document.getElementById('fragmentShader').textContent
	});

	mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
	scene.add(mesh);

	renderer = new THREE.WebGLRenderer();
	renderer.setPixelRatio(window.devicePixelRatio ? window.devicePixelRatio : 1);
	container.appendChild(renderer.domElement);
	renderer.setSize(opts.canvas.width.val, opts.canvas.height.val);
}


function initGUI() {
	gui = new dat.GUI();
	alphaF = gui.addFolder("Alpha-Wave");
	omegaF = gui.addFolder("Omega-Wave");
	patternF = gui.addFolder("Pattern");
	canvasF = gui.addFolder("Canvas");

	var vars = {
		alphaType: opts.alpha.type.val,
		omegaType: opts.alpha.type.val
	};

	alphaF.open();
	omegaF.open();
	
	alphaF.add(uniforms.u_a_amplitude, "value").min(opts.alpha.amplitude.min).max(opts.alpha.amplitude.max).name(opts.alpha.amplitude.name);
	alphaF.add(uniforms.u_a_pshift, "value").min(opts.alpha.pshift.min).max(opts.alpha.pshift.max).name(opts.alpha.pshift.name);
	alphaF.add(uniforms.u_a_period, "value").min(opts.alpha.period.min).max(opts.alpha.period.max).name(opts.alpha.period.name);
	alphaF.add(uniforms.u_a_vshift, "value").min(opts.alpha.vshift.min).max(opts.alpha.vshift.max).name(opts.alpha.vshift.name);
	alphaF.add(uniforms.u_a_ratio, "value").min(opts.alpha.ratio.min).max(opts.alpha.ratio.max).name(opts.alpha.ratio.name);
	alphaF.add(uniforms.u_a_decay, "value").min(opts.alpha.decay.min).max(opts.alpha.decay.max).name(opts.alpha.decay.name);
	alphaF.add(uniforms.u_a_exponent, "value").min(opts.alpha.exponent.min).max(opts.alpha.exponent.max).name(opts.alpha.exponent.name);
	alphaF.add(uniforms.u_a_plusx, "value").min(opts.alpha.plusx.min).max(opts.alpha.plusx.max).name(opts.alpha.plusx.name);
	alphaF.add(vars, "alphaType", waveTypes).name(opts.alpha.type.name).onChange(val => {
		waveTypes.forEach(w => {
			var aVal = (val === w) ? 1 : 0;
			var uaname = "u_a_" + w;
			uniforms[uaname].value = aVal;
		});
	});

	omegaF.add(uniforms.u_o_amplitude, "value").min(opts.omega.amplitude.min).max(opts.omega.amplitude.max).name(opts.omega.amplitude.name);
	omegaF.add(uniforms.u_o_pshift, "value").min(opts.omega.pshift.min).max(opts.omega.pshift.max).name(opts.omega.pshift.name);
	omegaF.add(uniforms.u_o_period, "value").min(opts.omega.period.min).max(opts.omega.period.max).name(opts.omega.period.name);
	omegaF.add(uniforms.u_o_vshift, "value").min(opts.omega.vshift.min).max(opts.omega.vshift.max).name(opts.omega.vshift.name);
	omegaF.add(uniforms.u_o_ratio, "value").min(opts.omega.ratio.min).max(opts.omega.ratio.max).name(opts.omega.ratio.name);
	omegaF.add(uniforms.u_o_decay, "value").min(opts.omega.decay.min).max(opts.omega.decay.max).name(opts.omega.decay.name);
	omegaF.add(uniforms.u_o_exponent, "value").min(opts.omega.exponent.min).max(opts.omega.exponent.max).name(opts.omega.exponent.name);
	omegaF.add(uniforms.u_o_plusx, "value").min(opts.omega.plusx.min).max(opts.omega.plusx.max).name(opts.omega.plusx.name);
	omegaF.add(vars, "omegaType", waveTypes).name(opts.omega.type.name).onChange(val => {
		waveTypes.forEach(w => {
			var oVal = (val === w) ? 1 : 0;
			var uoname = "u_o_" + w;
			uniforms[uoname].value = oVal;
			console.log(uniforms[uoname].value);		
		});
	});

	patternF.add(uniforms.u_p_pattern_height, "value").min(opts.pattern.patternHeight.min).max(opts.pattern.patternHeight.max).name(opts.pattern.patternHeight.name);
	patternF.add(uniforms.u_p_band_height, "value").min(opts.pattern.bandHeight.min).max(opts.pattern.bandHeight.max).name(opts.pattern.bandHeight.name);

	canvasF.add(uniforms.u_resolution.value, "x").min(opts.canvas.width.min).max(opts.canvas.width.max).name(opts.canvas.width.name).onChange(val => {
		renderer.setSize(val, renderer.getSize().y);
	});
	canvasF.add(uniforms.u_resolution.value, "y").min(opts.canvas.height.min).max(opts.canvas.height.max).name(opts.canvas.height.name).onChange(val => {
		renderer.setSize(renderer.getSize().x, val);
	});
}


function animate() {
	requestAnimationFrame(animate);
	update();
	render();
}

function update() {
	var elapsedMilliseconds = Date.now() - startTime;
	var elapsedSeconds = elapsedMilliseconds / 1000.;
	uniforms.u_time.value = elapsedSeconds;
}

function render() {
	renderer.render(scene, camera);
}
            
          
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