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HTML

              
                
              
            
!

CSS

              
                * { margin: 0; padding: 0; }
canvas {
  width: 100vw;
  height: 100vh;
  display: block;
}
              
            
!

JS

              
                console.clear()

const snoiseStuff = `
    vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

    float snoise(vec2 v){
        const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                -0.577350269189626, 0.024390243902439);
        vec2 i  = floor(v + dot(v, C.yy) );
        vec2 x0 = v -   i + dot(i, C.xx);
        vec2 i1;
        i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
        vec4 x12 = x0.xyxy + C.xxzz;
        x12.xy -= i1;
        i = mod(i, 289.0);
        vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
        + i.x + vec3(0.0, i1.x, 1.0 ));
        vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
            dot(x12.zw,x12.zw)), 0.0);
        m = m*m ;
        m = m*m ;
        vec3 x = 2.0 * fract(p * C.www) - 1.0;
        vec3 h = abs(x) - 0.5;
        vec3 ox = floor(x + 0.5);
        vec3 a0 = x - ox;
        m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
        vec3 g;
        g.x  = a0.x  * x0.x  + h.x  * x0.y;
        g.yz = a0.yz * x12.xz + h.yz * x12.yw;
        return 130.0 * dot(m, g);
    }
`

class ShapeBase {
    constructor (gl, props) {
        this.gl = gl
        this.position    = props.position
        this.radius      = props.radius
        this.segmentsLen = props.segmentsLen
        this.index       = props.index
        this.targetScale = props.targetScale

        let vertexShaderSource = `    
            uniform float u_time;
            uniform float u_timeOffset;
            uniform float u_offset;
            uniform vec2  u_translate;
            uniform vec2  u_scale;
            uniform float u_sin;
            uniform float u_cos;

            attribute vec4 a_position;
            attribute vec2 a_offset;

            void main () {

                float tX = u_translate.x;
                float tY = u_translate.y;
                mat4 translateMatrix = mat4(
                    1.0, 0.0, 0.0, 0.0,
                    0.0, 1.0, 0.0, 0.0,
                    0.0, 0.0, 1.0, 0.0,
                    tX,  tY,  0.0, 1.0
                );

                mat4 rotateMatrix = mat4(
                    u_cos, -u_sin, 0.0, 0.0,
                    u_sin,  u_cos, 0.0, 0.0,
                    0.0,    0.0, 1.0, 0.0,
                    0.0,    0.0, 0.0, 1.0
                );

                float sX = u_scale.x;
                float sY = u_scale.y;
                mat4 scaleMatrix = mat4(
                    sX,  0.0, 0.0, 0.0,
                    0.0, sY,  0.0, 0.0,
                    0.0, 0.0, 1.0, 0.0,
                    0.0, 0.0, 0.0, 1.0
                );

                mat4 transformMatrix = translateMatrix * rotateMatrix * scaleMatrix;
                vec4 new_position = transformMatrix * a_position;

                new_position.y += (sin(u_time * u_timeOffset + new_position.x * u_offset) * 0.025) * u_scale.x;

                gl_Position = new_position;
                gl_PointSize = 6.0;
            }
        `
        let fragmentShaderSource = `
            precision highp float;

            uniform vec4 u_color;

            void main () {
                gl_FragColor = u_color;
            }
        `


        this.vertexShader   = makeShader(gl, gl.VERTEX_SHADER, vertexShaderSource)
        this.fragmentShader = makeShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource)
        this.program        = makeProgram(gl, this.vertexShader, this.fragmentShader)

        this.angle = Math.random() * (Math.random() > 0.5 ? -30 : 30)
        this.angle = 0                   

        this.modes = [
            this.gl.TRIANGLES,
            this.gl.LINE_LOOP,
            this.gl.LINES,
            this.gl.TRIANGLE_FAN,
            this.gl.POINTS
        ]
        this.modeCounter = 2
        // this.mode = this.modes[2]
        this.mode = 6

        this.scale = {
            x: 0,
            y: 0 
        }
        
    }

    setUniforms () {
        let { gl } = this
        this.u_time       = gl.getUniformLocation(this.program, 'u_time')
        this.u_translate  = gl.getUniformLocation(this.program, 'u_translate')
        this.u_scale      = gl.getUniformLocation(this.program, 'u_scale')
        this.u_offset     = gl.getUniformLocation(this.program, 'u_offset')
        this.u_color      = gl.getUniformLocation(this.program, 'u_color')
        this.u_timeOffset = gl.getUniformLocation(this.program, 'u_timeOffset')
        this.u_sin        = gl.getUniformLocation(this.program, 'u_sin')
        this.u_cos        = gl.getUniformLocation(this.program, 'u_cos')
    }

    superBindUniforms (timeElapsed) {
        let { gl } = this
        gl.uniform1f(this.u_time, timeElapsed)
        gl.uniform2f(this.u_translate, this.position.x, this.position.y)
        gl.uniform2f(this.u_scale, this.scale.x, this.scale.y)
        gl.uniform1f(this.u_offset, this.possibleOffset)
        gl.uniform1f(this.u_timeOffset, this.timeOffset)

        gl.uniform1f(this.u_sin, Math.sin(this.angle))
        gl.uniform1f(this.u_cos, Math.cos(this.angle))
    }

}


class Shape extends ShapeBase {

    constructor (gl, props) {
        super(gl, props)          

        this.color1 = props.color1
        this.color2 = props.color2
        this.color3 = Math.random() > 0.5 ? props.color1 : [ 0.1, 0.1, 0.1, 1.0 ]
        
        this.timeOffset     = (Math.random() * 2 - 1) * 2
        this.possibleOffset = 2 + Math.random() * 8
        gl.useProgram(this.program)
        this.setUniforms()
        this.setBufferAttributes()
    }

    renderFrame (timeElapsed) {
        let { gl } = this
        gl.useProgram(this.program)
        this.bindUniforms(0, timeElapsed)    
        this.bindBufferAttributes(0)
        gl.drawArrays(this.mode, 0, this.segmentsLen)
        
        this.bindUniforms(1, timeElapsed)    
        this.bindBufferAttributes(1)
        gl.drawArrays(this.mode, 0, this.segmentsLen)

        this.bindUniforms(2, timeElapsed)    
        this.bindBufferAttributes(2)
        gl.drawArrays(this.mode, 0, this.segmentsLen)
    }

    bindUniforms (type, timeElapsed) {
        let { gl } = this
        this.superBindUniforms(timeElapsed)

        if (type === 0) {
            gl.uniform4f(this.u_color, ...this.color1)
        } else if (type === 1) {
            gl.uniform4f(this.u_color, ...this.color2)
        } else {
            gl.uniform4f(this.u_color, ...this.color3)
        }
    }

    bindBufferAttributes (type) {
        let { gl } = this
        if (type === 0) {
            gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer)
            gl.vertexAttribPointer(this.a_position, 2, gl.FLOAT, false, 0, 0)
        } else if (type === 1) {
            gl.bindBuffer(gl.ARRAY_BUFFER, this.innerPositionBuffer)
            gl.vertexAttribPointer(this.a_position, 2, gl.FLOAT, false, 0, 0)
        } else {
            gl.bindBuffer(gl.ARRAY_BUFFER, this.innerMostPositionBuffer)
            gl.vertexAttribPointer(this.a_position, 2, gl.FLOAT, false, 0, 0)
        }
    }

    setBufferAttributes () {
        let { gl } = this
        this.a_position = gl.getAttribLocation(this.program, 'a_position')
        this.a_offset   = gl.getAttribLocation(this.program, 'a_offset')
        
        this.positions          = new Float32Array(this.segmentsLen * 2)
        this.innerPositions     = new Float32Array(this.segmentsLen * 2)
        this.innerMostPositions = new Float32Array(this.segmentsLen * 2)
        this.offsets             = new Float32Array(this.segmentsLen * 2)
        
        let innerRadiusOffset = Math.random() * 0.4 + 0.4

        let step = (Math.PI * 2) / this.segmentsLen
        for (let i = 0; i <= this.segmentsLen; i += 1) {
            this.positions[i * 2 + 0] = Math.sin(i * step) * this.radius
            this.positions[i * 2 + 1] = Math.cos(i * step) * this.radius

            this.innerPositions[i * 2 + 0] = Math.sin(i * step) * (this.radius * innerRadiusOffset)
            this.innerPositions[i * 2 + 1] = Math.cos(i * step) * (this.radius * innerRadiusOffset)

            this.innerMostPositions[i * 2 + 0] = Math.sin(i * step) * (this.radius * innerRadiusOffset * 0.5)
            this.innerMostPositions[i * 2 + 1] = Math.cos(i * step) * (this.radius * innerRadiusOffset * 0.5)
            
            this.offsets[i * 2 + 0] = this.positions[i * 2 + 0] + Math.random() * 0.01
            this.offsets[i * 2 + 1] = Math.random() * 0.1
        }
        
        this.offsetBuffer   = bindSingleBufferAttrib(gl, this.a_offset, this.offsets, 2)    
        this.positionBuffer = bindSingleBufferAttrib(gl, this.a_position, this.positions, 2)
        this.innerPositionBuffer = bindSingleBufferAttrib(gl, this.a_position, this.innerPositions, 2)
        this.innerMostPositionBuffer = bindSingleBufferAttrib(gl, this.a_position, this.innerMostPositions, 2)          
    }

    shuffleMode () {
        this.mode = this.modes[this.modeCounter]
        this.modeCounter += 1
        if (this.modeCounter === this.modes.length) this.modeCounter = 0
    }

}

class Plane {
    constructor (x, y, width, height) {
        this.x = x
        this.y = y
        this.width = width
        this.height = height

        this.vertexShaderSource = `
            uniform vec2 u_resolution;

            attribute vec2 a_position;
            attribute vec2 a_texCoord;

            varying vec2 v_texCoord;

            void main () {
                vec2 clipSpace = vec2(a_position / u_resolution) * 2.0 - 1.0;
                gl_Position = vec4(clipSpace * vec2(1.0, -1.0), 0.0, 1.0);

                v_texCoord = a_texCoord;
            }
        `
        this.fragmentShaderSource = `
            precision highp float;

            uniform sampler2D u_texture;
            uniform float u_time;

            varying vec2 v_texCoord;

            ${snoiseStuff}

            void main () {
                vec2 offset = vec2(snoise(v_texCoord + u_time * 0.25) * 0.08, snoise(-v_texCoord + u_time * 0.25) * 0.08);
                vec4 texColor = texture2D(u_texture, v_texCoord + offset);
                gl_FragColor = texColor;    
            }
        `                    
    }

    init (gl) {
        let vertexShader = makeShader(gl, gl.VERTEX_SHADER, this.vertexShaderSource)
        let fragmentShader = makeShader(gl, gl.FRAGMENT_SHADER, this.fragmentShaderSource)
        this.program = makeProgram(gl, vertexShader, fragmentShader)
        gl.useProgram(this.program)

        this.a_position = gl.getAttribLocation(this.program, 'a_position')
        this.a_texCoord = gl.getAttribLocation(this.program, 'a_texCoord')

        let x1 = this.x
        let y1 = this.y
        let x2 = this.width
        let y2 = this.height
        let positions = new Float32Array([
            x1, y1,
            x2, y1,
            x1, y2,
            x1, y2,
            x2, y1,
            x2, y2  
        ])

        let texCoords = new Float32Array([
            0.0,  0.0,
            1.0,  0.0,
            0.0,  1.0,
            0.0,  1.0,
            1.0,  0.0,
            1.0,  1.0
        ])

        this.positionBuffer = bindSingleBufferAttrib(gl, this.a_position, positions, 2)
        this.texCoordsBuffer = bindSingleBufferAttrib(gl, this.a_texCoord, texCoords, 2)

        this.u_resolution = gl.getUniformLocation(this.program, 'u_resolution')
        this.u_time = gl.getUniformLocation(this.program, 'u_time')
        this.textureLocation = gl.getUniformLocation(this.program, 'u_texture')
        
        gl.uniform2f(this.u_resolution, w, h)

        return this
    }

    renderFrame (gl, texture, elapsedTime) {
        elapsedTime /= 5
        gl.useProgram(this.program)
          gl.activeTexture(gl.TEXTURE0)
        gl.bindTexture(gl.TEXTURE_2D, texture)
        gl.uniform1i(this.textureLocation, 0)

        gl.uniform1f(this.u_time, elapsedTime)

        gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer)
        gl.vertexAttribPointer(this.a_position, 2, gl.FLOAT, false, 0, 0)

        gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordsBuffer)
        gl.vertexAttribPointer(this.a_texCoord, 2, gl.FLOAT, false, 0, 0)

        gl.drawArrays(gl.TRIANGLES, 0, 6)
    }
}

let w = window.innerWidth
let h = window.innerHeight

const canvas = document.createElement('canvas')
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl')

canvas.width = w
canvas.height = h
document.body.appendChild(canvas)

const renderTexture = makeTexture(gl, w, h, null)
const frameBuffer = makeFrameBuffer(gl, renderTexture)

gl.bindTexture(gl.TEXTURE_2D, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)

const plane = new Plane(-20, -20, w + 20, h + 20).init(gl)
let shapes = []
const shapeColors = [
    [ 0.92, 0.77, 0.65, 1.0 ],
    [ 0.1,  0.1,  0.1,  1.0 ],
    [ 0.0,  0.22, 0.59, 1.0 ]
]

let colorCount = 0
let prevTime = 0

setInterval(() => {
    shapes.forEach((shape, i) => {
        let timeout = setTimeout(() => {
            shape.shuffleMode()
            clearTimeout(timeout)
            timeout = null
        }, i * 20)                    
    })
}, 3000)

makeShapes()
renderFrame(0)

function makeShapes () {
    let gridX = -0.2
    let gridY = -0.3
    let colorCount = 0
    let shapeIndex = 0

    for (let y = 1; y >= -1; y += gridY) {
        for (let x = 1; x >= -1; x += gridX) {
            let shapeRadius = (w / 15) / w
            let segmentsLen = 50

            let secondColor = colorCount === 1 ? shapeColors[2] : shapeColors[2 - colorCount]
            let shape = new Shape(gl, {
                position:    { x, y },
                radius:      shapeRadius,
                segmentsLen: segmentsLen,
                color1:      shapeColors[colorCount],
                color2:      secondColor,
                index:       shapeIndex,
                targetScale: {
                    x: 2 + Math.random(),
                    y: 3 + Math.random() * 1.5
                }
            })
            shapes.push(shape)

            shape.scale.x = shape.targetScale.x
            shape.scale.y = shape.targetScale.y
            
            colorCount += 1
            if (colorCount === 3) colorCount = 0

            shapeIndex += 1
        }
    }
    shapes = reshuffleGrid(shapes)
}

function reshuffleGrid (a) {
    for (let i = a.length; i; i--) {
        let j = Math.floor(Math.random() * i);
        [a[i - 1], a[j]] = [a[j], a[i - 1]]
    }
    return a
}

function renderFrame (elapsedTime) {
    requestAnimationFrame(renderFrame)

    elapsedTime /= 1000
    let delta = elapsedTime - prevTime
    prevTime = elapsedTime

    gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)
    gl.bindTexture(gl.TEXTURE_2D, renderTexture)

    gl.viewport(0, 0, w, h)
    gl.clearColor(1, 1, 1, 1)
    gl.clear(gl.COLOR_BUFFER_BIT)
    shapes.forEach(shape => {
        gl.useProgram(shape.program)
        shape.renderFrame(elapsedTime)
    })

    gl.bindFramebuffer(gl.FRAMEBUFFER, null)
    gl.viewport(0, 0, w, h)
    plane.renderFrame(gl, renderTexture, elapsedTime)
}

function makeTexture (gl, texWidth, texHeight, image) {
    let texture = gl.createTexture()

    let level          = 0
    let internalFormat = gl.RGBA
    let border         = 0
    let format         = gl.RGBA
    let type           = gl.UNSIGNED_BYTE
    
    gl.bindTexture(gl.TEXTURE_2D, texture)        
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    
    gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, texWidth, texHeight, border, format, type, image)

    return texture                    
}

function makeFrameBuffer (gl, texture) {
    let framebuffer = gl.createFramebuffer()
    gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
    
    return framebuffer
}

function bindSingleBufferAttrib (gl, attribLocation, data, count) {
    let buffer = gl.createBuffer()
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
    gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW)
    gl.vertexAttribPointer(attribLocation, count, gl.FLOAT, false, 0, 0)
    gl.enableVertexAttribArray(attribLocation)

    return buffer
}

function makeShader (gl, type, source) {
    let shader = gl.createShader(type)
    gl.shaderSource(shader, source)
    gl.compileShader(shader)
    if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) return shader

    console.log(gl.getShaderInfoLog(shader))
    gl.deleteShader(shader)
}

function makeProgram (gl, vertexShader, fragmentShader) {
    let program = gl.createProgram()
    gl.attachShader(program, vertexShader)
    gl.attachShader(program, fragmentShader)
    gl.linkProgram(program)
    if (gl.getProgramParameter(program, gl.LINK_STATUS)) return program

    console.log(gl.getProgramInfoLog(program))
    gl.deleteProgram(program)
}
              
            
!
999px

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