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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.

            
              html, body {
	position: absolute;
	overflow: hidden;
	margin: 0;
	padding: 0;
	width: 100%;
	height: 100%;
	background:#000;
	touch-action: none;
	content-zooming: none;
}
canvas {
	position: absolute;
	width: 100%;
	height: 100%;
	background:#191919;
	background: radial-gradient(circle at center, rgba(60,70,100,1) 0%,rgba(0,0,0,1) 60%);
}
            
          
!
            
              // Code never lies, comments sometimes do.
"use strict";
{
	// particles class
	class Particle {
		constructor(i, x, y, r) {
			this.a = 0;
			this.i = i;
			this.x = x;
			this.y = y;
			this.vx = 0.0;
			this.vy = 0.0;
			this.r = r | 0;
		}
		move(img) {
			this.vy += 0.01 * this.r;
			this.x += this.vx;
			this.y += this.vy;
			// collisions
			for (const b of plots) {
				const dx = b.x - this.x;
				const dy = b.y - this.y;
				const sd = dx * dx + dy * dy;
				const r = this.r + b.r;
				if (sd < r * r) {
					const dist = Math.sqrt(sd);
					const dz = r - dist;
					const sx = dx / dist * dz;
					const sy = dy / dist * dz;
					this.vx -= sx * 1.2;
					this.vy -= sy * 1.2;
					this.x -= sx;
					this.y -= sy;
				}
			}
			// reset particle
			if (this.y > canvas.height + this.r) {
				this.x = canvas.width * 0.5;
				this.y = -2 * pointer.r;
				this.vx = 0;
				this.vy = Math.random() * this.r;
			}
			// update image position
			img.position(
				this.i,
				this.x - this.r,
				this.y - this.r,
				2 * this.r,
				2 * this.r
			);
		}
		// turbine
		movePlot(img) {
			this.r = pointer.r;
			const a = pointer.a + 2 * Math.PI / 5 * this.i;
			const d = pointer.k > 0 ? pointer.k * 0.005 : 0;
			this.x = canvas.width * 0.5 + 2.5 * this.r * Math.cos(a + d);
			this.y = canvas.height * 0.5 + 2.5 * this.r * Math.sin(a + d);
			img.position(
				this.i,
				this.x - this.r,
				this.y - this.r,
				2 * this.r,
				2 * this.r
			);
		}
		static add() {
			for (let i = 0; i < 20; i++) {
				particles.push(
					new Particle(
						iP++,
						0,
						canvas.height * 2,
						(Math.random() + 0.2) * Math.max(canvas.width, canvas.height) * 0.018
					)
				);
			}
		}
	}
	// webGL canvas
	const canvas = {
		init(options) {
			// set webGL context
			this.elem = document.querySelector("canvas");
			const gl = (this.gl =
				this.elem.getContext("webgl", options) ||
				this.elem.getContext("experimental-webgl", options));
			if (!gl) return false;
			// compile shaders
			const vertexShader = gl.createShader(gl.VERTEX_SHADER);
			gl.shaderSource(
				vertexShader,
				`
					precision highp float;
					attribute vec2 aPosition;
					attribute vec2 aTexcoord;
					uniform vec2 uResolution;
					varying vec2 vTexcoord;
					void main() {
						gl_Position = vec4(((aPosition / uResolution * 2.0) - 1.0) * vec2(1, -1), 0, 1);
						vTexcoord = aTexcoord;
					}
      	`
			);
			gl.compileShader(vertexShader);
			const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
			gl.shaderSource(
				fragmentShader,
				`
					precision highp float;
					varying vec2 vTexcoord;
					uniform sampler2D texture;
					void main() {
						gl_FragColor = texture2D(texture, vTexcoord);
					}
				`
			);
			gl.compileShader(fragmentShader);
			const program = (this.program = gl.createProgram());
			gl.attachShader(this.program, vertexShader);
			gl.attachShader(this.program, fragmentShader);
			gl.linkProgram(this.program);
			gl.useProgram(this.program);
			// resolution
			this.uResolution = gl.getUniformLocation(this.program, "uResolution");
			gl.enableVertexAttribArray(this.uResolution);
			// canvas resize
			this.resize();
			window.addEventListener("resize", () => this.resize(), false);
			return gl;
		},
		createImages(src, n) {
			return new this.Images(this, src, n);
		},
		Images: class {
			constructor(canvas, src, n) {
				this.n = n;
				const gl = (this.gl = canvas.gl);
				this.program = canvas.program;
				// create POT textures
				this.texture = gl.createTexture();
				gl.bindTexture(gl.TEXTURE_2D, this.texture);
				gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
				gl.generateMipmap(gl.TEXTURE_2D);
				// textures coordinates buffer
				this.aTexcoord = gl.getAttribLocation(this.program, "aTexcoord");
				gl.enableVertexAttribArray(this.aTexcoord);
				gl.vertexAttribPointer(this.aTexcoord, 2, gl.FLOAT, false, 0, 0);
				const texArray = [];
				for (let i = 0; i < n; i++)
					texArray.push(0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1);
				this.texBuffer = gl.createBuffer();
				gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
				gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texArray), gl.STATIC_DRAW);
				// positions buffer
				this.aPosition = gl.getAttribLocation(this.program, "aPosition");
				gl.enableVertexAttribArray(this.aPosition);
				this.positionBuffer = gl.createBuffer();
				this.posArray = new Float32Array(n * 12);
			}
			// update quad position
			position(i, x, y, w, h) {
				const p = i * 12;
				this.posArray[p + 0] = x;
				this.posArray[p + 1] = y;
				this.posArray[p + 2] = x;
				this.posArray[p + 3] = y + h;
				this.posArray[p + 4] = x + w;
				this.posArray[p + 5] = y;
				this.posArray[p + 6] = x + w;
				this.posArray[p + 7] = y;
				this.posArray[p + 8] = x;
				this.posArray[p + 9] = y + h;
				this.posArray[p + 10] = x + w;
				this.posArray[p + 11] = y + h;
			}
			// draw all images in one drawArrays call
			drawImages() {
				this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.texBuffer);
				this.gl.vertexAttribPointer(this.aTexcoord, 2, this.gl.FLOAT, false, 0, 0);
				this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
				this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
				this.gl.bufferData(
					this.gl.ARRAY_BUFFER,
					this.posArray,
					this.gl.DYNAMIC_DRAW
				);
				this.gl.vertexAttribPointer(this.aPosition, 2, this.gl.FLOAT, false, 0, 0);
				this.gl.drawArrays(this.gl.TRIANGLES, 0, 6 * this.n);
			}
		},
		resize() {
			this.width = this.elem.width = this.elem.offsetWidth;
			this.height = this.elem.height = this.elem.offsetHeight;
			this.gl.uniform2f(this.uResolution, this.width, this.height);
			this.gl.viewport(
				0,
				0,
				this.gl.drawingBufferWidth,
				this.gl.drawingBufferHeight
			);
		}
	};
	const pointer = {
		init(canvas) {
			this.k = 0;
			this.r = 100;
			this.a = 0;
			this.x = 0;
			this.y = canvas.height * 0.5;
			["mousemove", "touchmove"].forEach((event, touch) => {
				document.addEventListener(
					event,
					e => {
						if (touch) {
							e.preventDefault();
							this.x = e.targetTouches[0].clientX | 0;
							this.y = e.targetTouches[0].clientY | 0;
						} else {
							this.x = e.clientX | 0;
							this.y = e.clientY | 0;
						}
						this.k = -200;
					},
					false
				);
			});
		},
		update() {
			this.k++;
			this.a = 0.005 * (canvas.width * 0.5 - this.x);
			this.r += (Math.max(1, 0.4 * (canvas.height - this.y)) - this.r) * 0.1;
		}
	};
	// draw disks
	const shape = (size, color, n) => {
		const shape = document.createElement("canvas");
		shape.width = shape.height = size;
		const ctx = shape.getContext("2d");
		ctx.fillStyle = color;
		ctx.arc(size / 2, size / 2, size / 2, 0, 2 * Math.PI);
		ctx.fill();
		return canvas.createImages(shape, n);
	};
	// init webGL canvas
	const gl = canvas.init({
		alpha: true,
		stencil: false,
		antialias: true,
		depth: false
	});
	// additive blending "lighter"
	gl.blendFunc(gl.ONE, gl.ONE);
	gl.enable(gl.BLEND);
	// init pointer
	pointer.init(canvas);
	// create textures
	const nParticles = 6000;
	const particleTexture = shape(256, "#631", nParticles);
	const plotTexture = shape(512, "#000", 5);
	let iP = 0;
	const particles = [];
	// create turbine
	const plots = Array.from({ length: 5 }, (v, i) => new Particle(i, 0, 0, 0));
	// main animation loop
	const run = () => {
		requestAnimationFrame(run);
		// add more particles
		if (iP < nParticles) Particle.add();
		// update pointer
		pointer.update();
		// update particles
		for (const p of particles) p.move(particleTexture);
		for (const b of plots) b.movePlot(plotTexture);
		// draw images
		particleTexture.drawImages();
		plotTexture.drawImages();
	};
	requestAnimationFrame(run);
}

            
          
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