JavaScript preprocessors can help make authoring JavaScript easier and more convenient. For instance, CoffeeScript can help prevent easy-to-make mistakes and offer a cleaner syntax and Babel can bring ECMAScript 6 features to browsers that only support ECMAScript 5.

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.

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

` ````
<canvas id="can"></canvas>
```

` ````
body {
background: black;
margin: 0;
overflow: hidden;
}
```

` ````
const canvas = document.getElementById("can");
const ctx = canvas.getContext("2d");
const points = [];
const fov = 100;
const dist = 100;
const opacity = 0.5;
const particleSize = 2;
const maxAmplitude = 1500; // Best results with values > 500
const sideLength = 50; // How many particles per side
const spacing = 200; // Particle distance from each other
let rotXCounter = 0;
let rotYCounter = 0;
let rotZCounter = 0;
let counter = 0;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
function Vector3(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
this.color = "#0D0";
}
Vector3.prototype.rotateX = function(angle) {
const z = this.z * Math.cos(angle) - this.x * Math.sin(angle);
const x = this.z * Math.sin(angle) + this.x * Math.cos(angle);
return new Vector3(x, this.y, z);
};
Vector3.prototype.rotateY = function(angle) {
const y = this.y * Math.cos(angle) - this.z * Math.sin(angle);
const z = this.y * Math.sin(angle) + this.z * Math.cos(angle);
return new Vector3(this.x, y, z);
};
Vector3.prototype.rotateZ = function(angle) {
const x = this.x * Math.cos(angle) - this.y * Math.sin(angle);
const y = this.x * Math.sin(angle) + this.y * Math.cos(angle);
return new Vector3(x, y, this.z);
};
Vector3.prototype.perspectiveProjection = function(fov, viewDistance) {
const factor = fov / (viewDistance + this.z);
const x = this.x * factor + canvas.width / 2;
const y = this.y * factor + canvas.height / 2;
return new Vector3(x, y, this.z);
};
Vector3.prototype.draw = function() {
const frac = this.y / maxAmplitude;
const r = Math.floor(frac * 100);
const g = 20;
const b = Math.floor(255 - frac * 100);
const vec = this.rotateX(rotXCounter).rotateY(rotYCounter).rotateZ(rotZCounter).perspectiveProjection(fov, dist);
this.color = `rgb(${r}, ${g}, ${b})`;
ctx.fillStyle = this.color;
ctx.fillRect(vec.x, vec.y, particleSize, particleSize);
};
// Init
for (let z = 0; z < sideLength; z++) {
for (let x = 0; x < sideLength; x++) {
const xStart = -(sideLength * spacing) / 2;
points.push(
new Vector3(xStart + x * spacing, 0, xStart + z * spacing)
);
}
}
(function loop() {
ctx.fillStyle = `rgba(0, 0, 0, ${opacity})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = 0, max = points.length; i < max; i++) {
const x = i % sideLength;
const z = Math.floor(i / sideLength);
const xFinal = Math.sin(x / sideLength * 4 * Math.PI + counter);
const zFinal = Math.cos(z / sideLength * 4 * Math.PI + counter);
const gap = maxAmplitude * 0.3;
const amp = maxAmplitude - gap;
points[z * sideLength + x].y = maxAmplitude + xFinal * zFinal * amp;
points[i].draw();
}
counter += 0.03;
rotXCounter += 0.005;
rotYCounter += 0.005;
//rotZCounter += 0.005;
window.requestAnimationFrame(loop);
})();
```

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