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HTML

              
                <canvas id="canvas1"></canvas>

<svg xmlns="http://www.w3.org/2000/svg" version="1.1">
    <defs>
        <filter id="goo">
            <feGaussianBlur in="SourceGraphic" stdDeviation="10" result="blur" />
            <feColorMatrix in="blur" mode="matrix" values="1 0 0 0 0  0 1 0 0 0  0 0 1 0 0  0 0 0 22 -9" result="goo" />
            <feBlend in="SourceGraphic" in2="goo" />
        </filter>
    </defs>
</svg>

<article>Hover over the letters. This effect uses getImageData() to capture coodinates of non transparent pixels (text, also works with images) and creates interactive particle system based on that data. 'Constellations' algorithm connects particles with lines and inline SVG filter applies blur and contrast to create liquid effect.
<br>
</article>

<footer>Created by <a href="https://www.youtube.com/channel/UCEqc149iR-ALYkGM6TG-7vQ" target='blank'>Frank's Laboratory</a> @2020. Full step by step tutorial available <a href="https://www.youtube.com/channel/UCEqc149iR-ALYkGM6TG-7vQ" target='blank'>here</a>!
</footer>
              
            
!

CSS

              
                    body {
        overflow: hidden;
        background: black;
    }
    #canvas1 {
        position: absolute;
        width: 1200px;
        heigth: 600px;
        top: 50%;
        left: 50%;
        transform: translate(-50%, -50%);
        filter: url("#goo");
        border: 1px solid white;
    }
footer, article {
  font-family: monospace;
  position: absolute;
  width: 100%;
  color: white;
  font-size: 15px;
  text-shadow: 1px 1px 1px #737373; 
  background: rgba(255,255,255,0.4);
}
footer {
  left: 0;
  bottom: 0;
  width: 100%;
  text-align: center;
  height: 30px;
  line-height: 30px;
  padding-right: 20px;
}
footer a{
  color: white;
}
article {
  top: 10px;
  z-index: 100;
  width: 50%;
  max-width: 350px;
  font-size: 15px;
  color: white;
  padding: 20px;
  border-radius: 0 0 5px 0;
}
              
            
!

JS

              
                const canvas = document.getElementById("canvas1");
const ctx = canvas.getContext("2d");
canvas.width = 1200;
canvas.height = 600;
let particleArray = [];
let adjustX = -10;
let adjustY = 3;

// get mouse mouse position //
let mouse = {
	x: null,
	y: null,
  radius: 150
}

let canvasPosition = canvas.getBoundingClientRect();
window.addEventListener('mousemove', 
	function(e){
    mouse.x = e.x - canvasPosition.left;
    mouse.y = e.y - canvasPosition.top;
});

ctx.font = 'bold 16px Verdana';
ctx.fillText('LIQUID', 5, 30);
const data = ctx.getImageData(0, 0, canvas.width, 100);

class Particle {
    constructor(x, y){
        this.x = x + 200,
        this.y = y - 100,
        this.size = 8,
        this.baseX = this.x,
        this.baseY = this.y,
        this.density = ((Math.random() * 30) + 1);
    }
    draw() {
        ctx.fillStyle = 'white';
        ctx.beginPath();
        ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
        ctx.closePath();
        ctx.fill();
    }
    update() {
        // check mouse position/particle position - collision detection
        let dx = mouse.x - this.x;
        let dy = mouse.y - this.y;
        let distance = Math.sqrt(dx*dx + dy*dy);
        let forceDirectionX = dx / distance;
        let forceDirectionY = dy / distance;
        // distance past which the force is zero
        var maxDistance = mouse.radius;
        // convert (0...maxDistance) range into a (1...0).
        // Close is near 1, far is near 0
        // for example:
        //   250 => 0.75
        //   100 => 0.9
        //   10  => 0.99
        var force = (maxDistance - distance) / maxDistance;

        // if we went below zero, set it to zero.
        if (force < 0) force = 0;

        let directionX = (forceDirectionX * force * this.density)
        let directionY = (forceDirectionY * force * this.density);

        if (distance < mouse.radius + this.size){
            this.x -= directionX;
            this.y -= directionY;
        } else {
            if (this.x !== this.baseX ) {
                let dx = this.x - this.baseX;
                this.x -= dx/10;
            } if (this.y !== this.baseY) {
                let dy = this.y - this.baseY;
                this.y -= dy/10;
            }
        }
    }
}
function init(){
    particleArray = [];

    for (var y = 0, y2 = data.height; y < y2; y++) {
        for (var x = 0, x2 = data.width; x < x2; x++) {
            if (data.data[(y * 4 * data.width) + (x * 4) + 3] > 128) {
                let positionX = x + adjustX;
                let positionY = y + adjustY;
                //let positionX = x;
                //let positionY = y;
                particleArray.push(new Particle(positionX * 15, positionY * 15));
            }
        }
    }
    
}
function animate(){
    //ctx.fillStyle = 'rgba(0,0,0,0.5)';
    //ctx.fillRect(0,0,innerWidth,innerHeight);
    ctx.clearRect(0,0,innerWidth,innerHeight);
    
    for (let i = 0; i < particleArray.length; i++){
        particleArray[i].update();
        particleArray[i].draw();
    }
    connect();
    requestAnimationFrame(animate);
}
init();
animate();
/*
// RESIZE SETTING - empty and refill particle array every time window changes size + change canvas size
window.addEventListener('resize',
function() {
    canvas.width = innerWidth;
    canvas.height = innerHeight;
    init();
});*/


function connect(){
    let opacityValue = 1;
    for (let a = 0; a < particleArray.length; a++) {
        for (let b = a; b < particleArray.length; b++) {
            let distance = (( particleArray[a].x - particleArray[b].x) * (particleArray[a].x - particleArray[b].x))
            + ((particleArray[a].y - particleArray[b].y) * (particleArray[a].y - particleArray[b].y));
            
            if (distance < 3600) {
                
                opacityValue = 1 - (distance/3600);
                let dx = mouse.x - particleArray[a].x;
                let dy = mouse.y - particleArray[a].y;
                let mouseDistance = Math.sqrt(dx*dx+dy*dy);
                if (mouseDistance < mouse.radius / 2) {
                    particleArray[a].size = 25;
                  ctx.strokeStyle='rgba(255,255,150,' + opacityValue + ')';
                } else if (mouseDistance < mouse.radius - 50) {
                    particleArray[a].size = 20;
                  ctx.strokeStyle='rgba(255,255,180,' + opacityValue + ')';
                } else if (mouseDistance < mouse.radius + 20) {
                    particleArray[a].size = 15;
                  ctx.strokeStyle='rgba(255,255,210,' + opacityValue + ')';
                } else  {
                    particleArray[a].size = 8;
                ctx.strokeStyle='rgba(255,255,255,' + opacityValue + ')';
                }
                ctx.lineWidth = 20;
                ctx.beginPath();
                ctx.moveTo(particleArray[a].x, particleArray[a].y);
                ctx.lineTo(particleArray[b].x, particleArray[b].y);
                ctx.stroke();
            }
        }
    
    }
}

window.addEventListener('resize', function(){
  canvasPosition = canvas.getBoundingClientRect();
});
              
            
!
999px

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