123

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

You're using npm packages, so we've auto-selected Babel for you here, which we require to process imports and make it all work. If you need to use a different JavaScript preprocessor, remove the packages in the npm tab.

Add External Scripts/Pens

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.

+ add another resource

Use npm Packages

We can make npm packages available for you to use in your JavaScript. We use webpack to prepare them and make them available to import. We'll also process your JavaScript with Babel.

⚠️ This feature can only be used by logged in users.

Code Indentation

     

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

HTML Settings

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.

            
              body, html {
	touch-action: none;
	content-zooming: none;
	position: absolute;
	margin: 0;
	padding: 0;
	width: 100%;
	height: 100%;
	overflow: hidden;
}

canvas {
	position: absolute;
	display: block;
	width: 100%;
	height: 100%;
	background:#000;
	cursor: pointer;
}
            
          
!
            
              "use strict";
{
	const webgl = {
		init() {
			// create webGL canvas context
			this.elem = document.createElement("canvas");
			document.body.appendChild(this.elem);
			const options = { alpha: false };
			const gl = this.gl = this.elem.getContext('webgl', options) || this.elem.getContext('experimental-webgl', options);
			// set shaders
			this.vertexShader = gl.createShader(gl.VERTEX_SHADER);
			gl.shaderSource(
				this.vertexShader,
				`
					uniform mat4 camProj, camView, modelMatrix;
					attribute vec3 aPosition, aNormal, aColor;
					varying vec3 vWPosition, vPosition, vNormal, vColor;
					void main(void) {
						vec4 mpos = modelMatrix * vec4(aPosition, 1.0);
						vec4 wpos = camView * mpos;
						vPosition = wpos.xyz;
						vWPosition = mpos.xyz;
						vNormal = aNormal;
						vColor = aColor;
						gl_Position = camProj * wpos;
					}
				`
			);
			this.fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
			gl.shaderSource(
				this.fragmentShader,
				`
					precision highp float;
					varying vec3 vWPosition, vPosition, vNormal, vColor;
					const vec3 lightPos = vec3(0.0, 0.0, -2.5);
					const vec3 lightColor = vec3(1.3, 1.3, 0.9);
					const vec3 ambientFar = vec3(0.05, 0.1, 0.6);
					const vec3 ambientNear = vec3(0.12, 0.09, 0.02);
					const float radius = 2.5;
					uniform float uTime;
					uniform vec2 uResolution;
					void main(void) {
						float dist = distance(vPosition, lightPos);
						float att = max(1.0 - (dist * dist) / (radius * radius), 0.0);
						vec3 lightDirection = normalize(lightPos - vWPosition);
						float angle = max(dot(lightDirection, vNormal), 0.0);
						vec3 diffuse = att * att * lightColor * vColor * angle;
						vec3 col = ambientFar * angle * att + ambientNear * 1.0 / dist + diffuse;
						if (vColor.r > 9.0) col = vColor;
						vec2 uv = gl_FragCoord.xy / uResolution.xy;
						col -= abs(sin(uv.y * 350.0 - uTime * 1.5)) * 0.01;
						gl_FragColor = vec4(col, 1.0);
					}
				`
			);
			// compile shaders
			gl.compileShader(this.vertexShader);
			gl.compileShader(this.fragmentShader);
			this.program = gl.createProgram();
			gl.attachShader(this.program, this.vertexShader);
			gl.attachShader(this.program, this.fragmentShader);
			gl.linkProgram(this.program);
			gl.useProgram(this.program);
			// camera
			this.camera = {
				proj: this.mat4().uniform("camProj").load(),
				view: this.mat4().uniform("camView").load()
			};
			// resize event
			this.resize();
			window.addEventListener("resize", () => this.resize(), false);
			return gl;
		},
		Attribute: class {
			constructor(name) {
				this.gl = webgl.gl;
				this.index = gl.getAttribLocation(webgl.program, name);
				gl.enableVertexAttribArray(this.index);
				this.buffer = gl.createBuffer();
				this.numElements = 0;
			}
			load(data, size) {
				this.itemSize = size;
				this.bind();
				this.gl.bufferData(
					this.gl.ARRAY_BUFFER,
					data instanceof Array ? new Float32Array(data) : data,
					this.gl.STATIC_DRAW
				);
				this.numElements = data.length / size;
				return this;
			}
			loadIndices(indices) {
				if (!this.indices) this.indices = this.gl.createBuffer();
				this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indices);
				this.gl.bufferData(
					this.gl.ELEMENT_ARRAY_BUFFER,
					indices instanceof Array ? new Uint16Array(indices) : indices,
					this.gl.STATIC_DRAW
				);
				this.numIndices = indices.length;
				return this;
			}
			bind() {
				this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffer);
				if (this.indices) this.gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indices);
				this.gl.vertexAttribPointer(
					this.index,
					this.itemSize,
					gl.FLOAT,
					false,
					0,
					0
				);
			}
		},
		resize() {
			this.width = this.elem.width = this.elem.offsetWidth;
			this.height = this.elem.height = this.elem.offsetHeight;
			this.aspect = this.width / this.height;
			if (this.uResolution) this.uResolution.set(this.width, this.height).load();
			// perspective projection
			this.camera.proj.perspective(120).load();
			this.gl.viewport(
				0,
				0,
				this.gl.drawingBufferWidth,
				this.gl.drawingBufferHeight
			);
			// clear screen
			this.gl.clearColor(0, 0, 0, 0);
			this.gl.clear(this.gl.COLOR_BUFFER_BIT);
		},
		mat4() {
			return new this.Mat4();
		},
		float(v) {
			return new this.Float(v);
		},
		vec2(x, y) {
			return new this.Vec2(x, y);
		},
		vec3(x, y, z) {
			return new this.Vec3(x, y, z);
		},
		vec4(x, y, z, w) {
			return new this.Vec4(x, y, z, w);
		},
		Mat4: class {
			constructor() {
				this.matrix = new Float32Array([
					1, 0, 0, 0,
					0, 1, 0, 0,
					0, 0, 1, 0,
					0, 0, 0, 1
				]);
				this.gl = webgl.gl;
				this.u = null;
			}
			identity() {
				const d = this.matrix;
				d[0] = 1;
				d[1] = 0;
				d[2] = 0;
				d[3] = 0;
				d[4] = 0;
				d[5] = 1;
				d[6] = 0;
				d[7] = 0;
				d[8] = 0;
				d[9] = 0;
				d[10] = 1;
				d[11] = 0;
				d[12] = 0;
				d[13] = 0;
				d[14] = 0;
				d[15] = 1;
				return this;
			}
			translate(x, y, z) {
				const d = this.matrix;
				d[12] = d[0] * x + d[4] * y + d[8] * z + d[12];
				d[13] = d[1] * x + d[5] * y + d[9] * z + d[13];
				d[14] = d[2] * x + d[6] * y + d[10] * z + d[14];
				d[15] = d[3] * x + d[7] * y + d[11] * z + d[15];
				return this;
			}
			fromTranslation(x, y, z) {
				const a = this.matrix;
				a[0] = 1;
				a[1] = 0;
				a[2] = 0;
				a[3] = 0;
				a[4] = 0;
				a[5] = 1;
				a[6] = 0;
				a[7] = 0;
				a[8] = 0;
				a[9] = 0;
				a[10] = 1;
				a[11] = 0;
				a[12] = x;
				a[13] = y;
				a[14] = z;
				a[15] = 1;
				return this;
			}
			rotateX(angle) {
				const d = this.matrix;
				const s = Math.sin(angle);
				const c = Math.cos(angle);
				const a10 = d[4];
				const a11 = d[5];
				const a12 = d[6];
				const a13 = d[7];
				const a20 = d[8];
				const a21 = d[9];
				const a22 = d[10];
				const a23 = d[11];
				d[4] = a10 * c + a20 * s;
				d[5] = a11 * c + a21 * s;
				d[6] = a12 * c + a22 * s;
				d[7] = a13 * c + a23 * s;
				d[8] = a10 * -s + a20 * c;
				d[9] = a11 * -s + a21 * c;
				d[10] = a12 * -s + a22 * c;
				d[11] = a13 * -s + a23 * c;
				return this;
			}
			rotateY(angle) {
				const d = this.matrix;
				const s = Math.sin(angle);
				const c = Math.cos(angle);
				const a00 = d[0];
				const a01 = d[1];
				const a02 = d[2];
				const a03 = d[3];
				const a20 = d[8];
				const a21 = d[9];
				const a22 = d[10];
				const a23 = d[11];
				d[0] = a00 * c + a20 * -s;
				d[1] = a01 * c + a21 * -s;
				d[2] = a02 * c + a22 * -s;
				d[3] = a03 * c + a23 * -s;
				d[8] = a00 * s + a20 * c;
				d[9] = a01 * s + a21 * c;
				d[10] = a02 * s + a22 * c;
				d[11] = a03 * s + a23 * c;
				return this;
			}
			rotateZ(angle) {
				const d = this.matrix;
				const s = Math.sin(angle);
				const c = Math.cos(angle);
				const a00 = d[0];
				const a01 = d[1];
				const a02 = d[2];
				const a03 = d[3];
				const a10 = d[4];
				const a11 = d[5];
				const a12 = d[6];
				const a13 = d[7];
				d[0] = a00 * c + a10 * s;
				d[1] = a01 * c + a11 * s;
				d[2] = a02 * c + a12 * s;
				d[3] = a03 * c + a13 * s;
				d[4] = a00 * -s + a10 * c;
				d[5] = a01 * -s + a11 * c;
				d[6] = a02 * -s + a12 * c;
				d[7] = a03 * -s + a13 * c;
				return this;
			}
			scale(x, y, z) {
				const d = this.matrix;
				d[0] *= x;
				d[1] *= x;
				d[2] *= x;
				d[3] *= x;
				d[4] *= y;
				d[5] *= y;
				d[6] *= y;
				d[7] *= y;
				d[8] *= z;
				d[9] *= z;
				d[10] *= z;
				d[11] *= z;
				return this;
			}
			perspective(fov) {
				const d = this.matrix;
				const near = 0.01;
				const far = 100;
				const top = near * Math.tan(fov * Math.PI / 360);
				const right = top * webgl.aspect;
				const left = -right;
				const bottom = -top;
				d[0] = 2 * near / (right - left);
				d[1] = 0;
				d[2] = 0;
				d[3] = 0;
				d[4] = 0;
				d[5] = 2 * near / (top - bottom);
				d[6] = 0;
				d[7] = 0;
				d[8] = (right + left) / (right - left);
				d[9] = (top + bottom) / (top - bottom);
				d[10] = -(far + near) / (far - near);
				d[11] = -1;
				d[12] = 0;
				d[13] = 0;
				d[14] = -(2 * far * near) / (far - near);
				d[15] = 0;
				return this;
			}
			multiply(m1, m2) {
				let b0, b1, b2, b3;
				const d = this.matrix;
				const d1 = m1.matrix;
				const d2 = m2.matrix;
				const a00 = d1[0],
					a01 = d1[1],
					a02 = d1[2],
					a03 = d1[3],
					a10 = d1[4],
					a11 = d1[5],
					a12 = d1[6],
					a13 = d1[7],
					a20 = d1[8],
					a21 = d1[9],
					a22 = d1[10],
					a23 = d1[11],
					a30 = d1[12],
					a31 = d1[13],
					a32 = d1[14],
					a33 = d1[15];
				b0 = d2[0];
				b1 = d2[1];
				b2 = d2[2];
				b3 = d2[3];
				d[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
				d[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
				d[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
				d[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
				b0 = d2[4];
				b1 = d2[5];
				b2 = d2[6];
				b3 = d2[7];
				d[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
				d[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
				d[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
				d[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
				b0 = d2[8];
				b1 = d2[9];
				b2 = d2[10];
				b3 = d2[11];
				d[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
				d[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
				d[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
				d[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
				b0 = d2[12];
				b1 = d2[13];
				b2 = d2[14];
				b3 = d2[15];
				d[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
				d[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
				d[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
				d[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
				return this;
			}
			uniform(uName) {
				this.u = this.gl.getUniformLocation(webgl.program, uName);
				return this;
			}
			load() {
				this.gl.uniformMatrix4fv(this.u, this.gl.FALSE, this.matrix);
				return this;
			}
		},
		Float: class {
			constructor(v = 0.0) {
				this.value = v;
				this.u = null;
				this.gl = webgl.gl;
			}
			set(v) {
				this.value = v;
				return this;
			}
			uniform(uName) {
				this.u = this.gl.getUniformLocation(webgl.program, uName);
				return this;
			}
			load() {
				this.gl.uniform1f(this.u, this.value);
				return this;
			}
		},
		Vec2: class {
			constructor(x = 0.0, y = 0.0) {
				this.x = x;
				this.y = y;
				this.u = null;
				this.gl = webgl.gl;
			}
			set(x, y) {
				this.x = x;
				this.y = y;
				return this;
			}
			uniform(uName) {
				this.u = this.gl.getUniformLocation(webgl.program, uName);
				return this;
			}
			load() {
				this.gl.uniform2f(this.u, this.x, this.y);
				return this;
			}
		},
		Vec3: class {
			constructor(x = 0.0, y = 0.0, z = 0.0) {
				this.x = x;
				this.y = y;
				this.z = z;
				this.u = null;
				this.gl = webgl.gl;
			}
			set(x, y, z) {
				this.x = x;
				this.y = y;
				this.z = z;
				return this;
			}
			copy(v) {
				this.x = v.x;
				this.y = v.y;
				this.z = v.z;
				return this;
			}
			lerp(v, s) {
				this.x += (v.x - this.x) * s;
				this.y += (v.y - this.y) * s;
				this.z += (v.z - this.z) * s;
				return this;
			}
			distance(b) {
				const dx = b.x - this.x;
				const dy = b.y - this.y;
				const dz = b.z - this.z;
				return Math.sqrt(dx * dx + dy * dy + dz * dz);
			}
			transformMat4(v, m) {
				const d = m.matrix;
				const x = v.x;
				const y = v.y;
				const z = v.z;
				const w = d[3] * x + d[7] * y + d[11] * z + d[15] || 1.0;
				this.x = (d[0] * x + d[4] * y + d[8] * z + d[12]) / w;
				this.y = (d[1] * x + d[5] * y + d[9] * z + d[13]) / w;
				this.z = (d[2] * x + d[6] * y + d[10] * z + d[14]) / w;
				return this;
			}
			uniform(uName) {
				this.u = this.gl.getUniformLocation(webgl.program, uName);
				return this;
			}
			load() {
				this.gl.uniform3f(this.u, this.x, this.y, this.z);
				return this;
			}
		},
		Vec4: class {
			constructor(x = 0.0, y = 0.0, z = 0.0, w = 0.0) {
				this.x = x;
				this.y = y;
				this.z = z;
				this.w = w;
				this.u = null;
				this.gl = webgl.gl;
			}
			set(x, y, z, w) {
				this.x = x;
				this.y = y;
				this.z = z;
				this.w = w;
				return this;
			}
			lerp(v, s) {
				this.x += (v.x - this.x) * s;
				this.y += (v.y - this.y) * s;
				this.z += (v.z - this.z) * s;
				this.w += (v.w - this.w) * s;
				return this;
			}
			uniform(uName) {
				this.u = this.gl.getUniformLocation(webgl.program, uName);
				return this;
			}
			load() {
				this.gl.uniform4f(this.u, this.x, this.y, this.z, this.w);
				return this;
			}
		},
		cube: {
			indices(s) {
				return [
					s+0, s+1, s+2,      s+0, s+2, s+3,    // Front face
					s+4, s+5, s+6,      s+4, s+6, s+7,    // Back face
					s+8, s+9, s+10,     s+8, s+10, s+11,  // Top face
					s+12, s+13, s+14,   s+12, s+14, s+15, // Bottom face
					s+16, s+17, s+18,   s+16, s+18, s+19, // Right face
					s+20, s+21, s+22,   s+20, s+22, s+23  // Left face
				]
			},
			normals() {
				return [
					// Front face
					0.0,  0.0,  1.0,
					0.0,  0.0,  1.0,
					0.0,  0.0,  1.0,
					0.0,  0.0,  1.0,
					// Back face
					0.0,  0.0, -1.0,
					0.0,  0.0, -1.0,
					0.0,  0.0, -1.0,
					0.0,  0.0, -1.0,
					// Top face
					0.0,  1.0,  0.0,
					0.0,  1.0,  0.0,
					0.0,  1.0,  0.0,
					0.0,  1.0,  0.0,
					// Bottom face
					0.0, -1.0,  0.0,
					0.0, -1.0,  0.0,
					0.0, -1.0,  0.0,
					0.0, -1.0,  0.0,
					// Right face
					1.0,  0.0,  0.0,
					1.0,  0.0,  0.0,
					1.0,  0.0,  0.0,
					1.0,  0.0,  0.0,
					// Left face
					-1.0,  0.0,  0.0,
					-1.0,  0.0,  0.0,
					-1.0,  0.0,  0.0,
					-1.0,  0.0,  0.0
				];
			},
			vertices(x, y, z, l, h, w) {
				return [
					// Front face
					x-l, y-h, z+w,
					x+l, y-h, z+w,
					x+l, y+h, z+w,
					x-l, y+h, z+w,
					// Back face
					x-l, y-h, z-w,
					x-l, y+h, z-w,
					x+l, y+h, z-w,
					x+l, y-h, z-w,
					// Top face
					x-l, y+h, z-w,
					x-l, y+h, z+w,
					x+l, y+h, z+w,
					x+l, y+h, z-w,
					// Bottom face
					x-l, y-h, z-w,
					x+l, y-h, z-w,
					x+l, y-h, z+w,
					x-l, y-h, z+w,
					// Right face
					x+l, y-h, z-w,
					x+l, y+h, z-w,
					x+l, y+h, z+w,
					x+l, y-h, z+w,
					// Left face
					x-l, y-h, z-w,
					x-l, y-h, z+w,
					x-l, y+h, z+w,
					x-l, y+h, z-w
				]
			},
			colors(r, g, b) {
				return [
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b,
					r,g,b
				]
			}
		}
	};
	// set pointer
	const pointer = {
		init(canvas) {
			this.x = canvas.width * 0.5;
			this.y = canvas.height * 0.5;
			this.cx = this.xb = this.ex = 0;
			this.cy = this.yb = this.ey = 0;
			this.cz = this.ez = 0;
			this.temp = 0;
			this.speed = 0.001;
			this.isDown = false;
			this.add(window, "mousemove,touchmove", e => this.move(e));
			this.add(canvas.elem, "mousedown,touchstart", e => {
				this.move(e);
				this.isDown = true;
				this.xb = this.x;
				this.yb = this.y;
				webgl.elem.style.cursor = "move";
			});
			this.add(window, "mouseup,touchend,touchcancel", e => {
				this.isDown = false;
				webgl.elem.style.cursor = "pointer";
			});
		},
		move(e) {
			let touchMode = e.targetTouches,
				pointer;
			if (touchMode) {
				e.preventDefault();
				pointer = touchMode[0];
			} else pointer = e;
			this.x = pointer.clientX;
			this.y = pointer.clientY;
		},
		add(elem, events, fn) {
			for (let i = 0, e = events.split(","); i < e.length; i++) {
				elem.addEventListener(e[i], fn, false);
			}
		},
		rotate() {
			if (this.isDown) {
				this.cx += (this.x - this.xb) / 200;
				this.cy += (this.y - this.yb) / 200;
				if (this.cx > Math.PI / 2) this.cx = Math.PI / 2;
				if (this.cx < -Math.PI / 2) this.cx = -Math.PI / 2;
				if (this.cy > Math.PI / 2) this.cy = Math.PI / 2;
				if (this.cy < -Math.PI / 2) this.cy = -Math.PI / 2;
				this.tempo = 0;
				if (
					this.ex > -0.2  &&
					this.ex < 0.2  &&
					this.ey > -0.2 &&
					this.ey < 0.2 &&
					this.speed < 0.15
				) {
					this.speed *= 1.005;
				}
				if (this.speed > 0.1) {
					this.ez += 0.01;
					this.ez = this.ez % (2 * Math.PI);
				}
			} else {
				if (this.tempo > 100) {
					this.cx *= 0.995;
					this.cy *= 0.995;
					this.ez *= 0.99;
				}
				if (this.speed > 0.004) this.speed *= 0.99;
				if (this.speed < 0.004) this.speed *= 1.02;
			}
			this.xb = this.x;
			this.yb = this.y;
			this.ex += (this.cx - this.ex) * 0.1;
			this.ey += (this.cy - this.ey) * 0.1;
			this.tempo++;
		}
	};
	const Block = class {
		constructor(x, y, z) {
			this.indices = [];
			this.vertices = [];
			this.normals = [];
			this.colors = [];
			this.matrix = webgl.mat4().translate(x, y, z).uniform("modelMatrix");
			const ax = Math.abs(x);
			const ay = Math.abs(y);
			const md = (ax < 2 && ay < 2) ? 3 : (ax < 3 && ay <3 ? 1 : 0);
			this.fractalCube(0, 0, 0, 1, md, 0);
			this.aPosition = new webgl.Attribute("aPosition").load(this.vertices, 3).loadIndices(this.indices);
			this.aNormal = new webgl.Attribute("aNormal").load(this.normals, 3);
			this.aColor = new webgl.Attribute("aColor").load(this.colors, 3);
		}
		blockType() {
			const blockTypes = [
				[
					[-0.4, 0, -0.4, 0.2, 1, 0.2],
					[-0.4, 0, 0.4, 0.2, 1, 0.2],
					[0.4, 0, -0.4, 0.2, 1, 0.2],
					[0.4, 0, 0.4, 0.2, 1, 0.2],
					[-0.4, -0.4, 0, 0.2, 0.2, 1],
					[-0.4, 0.4, 0, 0.2, 0.2, 1],
					[0.4, -0.4, 0, 0.2, 0.2, 1],
					[0.4, 0.4, 0, 0.2, 0.2, 1],
					[0, -0.4, -0.4, 1, 0.2, 0.2],
					[0, 0.4, -0.4, 1, 0.2, 0.2],
					[0, -0.4, 0.4, 1, 0.2, 0.2],
					[0, 0.4, 0.4, 1, 0.2, 0.2]
				],
				[
					[-0.475, 0, -0.475, 0.051, 1, 0.051, 0.5, 0.4, 0],
					[-0.475, 0, 0.475, 0.051, 1, 0.051, 0.5, 0.4, 0],
					[0.475, 0, -0.475, 0.051, 1, 0.051, 0.5, 0.4, 0],
					[0.475, 0, 0.475, 0.051, 1, 0.051, 0.5, 0.4, 0],
					[-0.475, -0.475, 0, 0.051, 0.051, 1, 0.5, 0.4, 0],
					[-0.475, 0.475, 0, 0.051, 0.051, 1, 0.5, 0.4, 0],
					[0.475, -0.475, 0, 0.051, 0.051, 1, 0.5, 0.4, 0],
					[0.475, 0.475, 0, 0.051, 0.051, 1, 0.5, 0.4, 0],
					[0, -0.475, -0.475, 1, 0.051, 0.051, 0.5, 0.4, 0],
					[0, 0.475, -0.475, 1, 0.051, 0.051, 0.5, 0.4, 0],
					[0, -0.475, 0.475, 1, 0.051, 0.051, 0.5, 0.4, 0],
					[0, 0.475, 0.475, 1, 0.051, 0.051, 0.5, 0.4, 0]
				],
				[[0, 0, 0, 1, 1, 1]],
				[
					[0, 0, 0, 1.01, 1.01, 1.01, 0.5, 0.4, 0],
					[0, 0, -0.25, 1.02, 0.1, 0.15, 10, 9, 8],
					[0, 0, 0, 1.02, 0.1, 0.15, 10, 9, 8],
					[0, 0, 0.25, 1.02, 0.1, 0.15, 10, 9, 8]
				],
				[[0, -0.4, 0, 1, 0.1, 1]],
				[[0, 0, 0, 0.5, 0.5, 0.5, 1.5, 1.0, 0.0]]
			];
			return blockTypes[Math.floor(Math.random() * blockTypes.length)];
		}
		concat(a1, a2) {
			for (let i = 0, l = a2.length; i < l; i++) a1.push(a2[i]);
		}
		fractalCube(cx, cy, cz, scale, md, level) {
			if (Math.random() > 0.85) return;
			if (level < md && Math.random() > 0.75) {
				const s = 0.25 * scale;
				const r = scale / (1.75 - 0.25 * Math.random());
				const l = level + 1;
				this.fractalCube(cx - s, cy - s, cz + Math.random() > 0.5 ? s : -s, r, md, l);
				this.fractalCube(cx + s, cy - s, cz + Math.random() > 0.5 ? s : -s, r, md, l);
				this.fractalCube(cx - s, cy + s, cz + Math.random() > 0.5 ? s : -s, r, md, l);
				this.fractalCube(cx + s, cy + s, cz + Math.random() > 0.5 ? s : -s, r, md, l);
			} else {
				const structure = this.blockType();
				for (const cube of structure) {
					this.concat(this.indices, webgl.cube.indices(this.vertices.length / 3));
					this.concat(this.vertices, webgl.cube.vertices(
						cx + cube[0] * scale,
						cy + cube[1] * scale,
						cz + cube[2] * scale,
						cube[3] * scale / 2,
						cube[4] * scale / 2,
						cube[5] * scale / 2
					));
					this.concat(this.normals, webgl.cube.normals());
					this.concat(this.colors, webgl.cube.colors(
						cube[6] === undefined ? 1 : cube[6],
						cube[7] === undefined ? 1 : cube[7],
						cube[8] === undefined ? 1 : cube[8]
					));
				}
			}
		}
		draw() {
			this.matrix.load();
			this.aNormal.bind();
			this.aColor.bind();
			this.aPosition.bind();
			gl.drawElements(gl.TRIANGLES, this.aPosition.numIndices, gl.UNSIGNED_SHORT, 0);
		}
	};
	const layer = z => {
		for (let x = -4; x <= 4; x++) {
			for (let y = -3; y <= 3; y++) {
				if (x !== 0 || y !== 0) {
					const b = new Block(x * 0.999, y * 0.999, z);
					if (b.aPosition.numElements > 0) cubes.push(b);
				}
			}
		}
		return z - 1;
	};
	// ---- init ----
	const gl = webgl.init();
	gl.enable(gl.DEPTH_TEST);
	gl.enable(gl.CULL_FACE);
	pointer.init(webgl);
	const camera = webgl.camera;
	const cubes = [];
	let z = layer(0);
	let frame = 0;
	let uTime = webgl.float().uniform("uTime");
	webgl.uResolution = webgl
		.vec2()
		.set(webgl.width, webgl.height)
		.uniform("uResolution")
		.load();
	// main loop
	const run = () => {
		requestAnimationFrame(run);
		uTime.set(++frame / 20).load();
		if (z > -12) {
			// create structure
			z = layer(z - 0.05);
		} else {
			// rotate world matrix
			pointer.rotate();
			camera.view
				.identity()
				.rotateZ(pointer.ez)
				.rotateX(pointer.ey)
				.rotateY(pointer.ex)
				.load();
		}
		// draw blocs
		for (const cube of cubes) {
			cube.matrix.translate(0, 0, pointer.speed);
			if (cube.matrix.matrix[14] > 3) cube.matrix.matrix[14] -= 13.0;
			cube.draw();
		}
	};
	requestAnimationFrame(run);
}

            
          
!
999px
🕑 One or more of the npm packages you are using needs to be built. You're the first person to ever need it! We're building it right now and your preview will start updating again when it's ready.

Console