<canvas style="width: 1000px; height: 600px;" id="cloudWave" width="1000" height="600"></canvas>
body {
  background: #000;
}
canvas {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
}
View Compiled
var pow = Math.pow,
sqrt = Math.sqrt,
sin = Math.sin,
cos = Math.cos,
PI = Math.PI,
c1 = 1.70158,
c2 = c1 * 1.525,
c3 = c1 + 1,
c4 = ( 2 * PI ) / 3,
c5 = ( 2 * PI ) / 4.5;

// x is the fraction of animation progress, in the range 0..1
function bounceOut(x) {
var n1 = 7.5625,
  d1 = 2.75;
if ( x < 1/d1 ) {
  return n1*x*x;
} else if ( x < 2/d1 ) {
  return n1*(x-=(1.5/d1))*x + .75;
} else if ( x < 2.5/d1 ) {
  return n1*(x-=(2.25/d1))*x + .9375;
} else {
  return n1*(x-=(2.625/d1))*x + .984375;
}
}

const easing = {
linear: function(x) { return x; },
swing: function (x) {
  return $.easing[$.easing.def](x);
},
easeInQuad: function (x) {
  return x * x;
},
easeOutQuad: function (x) {
  return 1 - ( 1 - x ) * ( 1 - x );
},
easeInOutQuad: function (x) {
  return x < 0.5 ?
    2 * x * x :
    1 - pow( -2 * x + 2, 2 ) / 2;
},
easeInCubic: function (x) {
  return x * x * x;
},
easeOutCubic: function (x) {
  return 1 - pow( 1 - x, 3 );
},
easeInOutCubic: function (x) {
  return x < 0.5 ?
    4 * x * x * x :
    1 - pow( -2 * x + 2, 3 ) / 2;
},
easeInQuart: function (x) {
  return x * x * x * x;
},
easeOutQuart: function (x) {
  return 1 - pow( 1 - x, 4 );
},
easeInOutQuart: function (x) {
  return x < 0.5 ?
    8 * x * x * x * x :
    1 - pow( -2 * x + 2, 4 ) / 2;
},
easeInQuint: function (x) {
  return x * x * x * x * x;
},
easeOutQuint: function (x) {
  return 1 - pow( 1 - x, 5 );
},
easeInOutQuint: function (x) {
  return x < 0.5 ?
    16 * x * x * x * x * x :
    1 - pow( -2 * x + 2, 5 ) / 2;
},
easeInSine: function (x) {
  return 1 - cos( x * PI/2 );
},
easeOutSine: function (x) {
  return sin( x * PI/2 );
},
easeInOutSine: function (x) {
  return -( cos( PI * x ) - 1 ) / 2;
},
easeInExpo: function (x) {
  return x === 0 ? 0 : pow( 2, 10 * x - 10 );
},
easeOutExpo: function (x) {
  return x === 1 ? 1 : 1 - pow( 2, -10 * x );
},
easeInOutExpo: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ?
    pow( 2, 20 * x - 10 ) / 2 :
    ( 2 - pow( 2, -20 * x + 10 ) ) / 2;
},
easeInCirc: function (x) {
  return 1 - sqrt( 1 - pow( x, 2 ) );
},
easeOutCirc: function (x) {
  return sqrt( 1 - pow( x - 1, 2 ) );
},
easeInOutCirc: function (x) {
  return x < 0.5 ?
    ( 1 - sqrt( 1 - pow( 2 * x, 2 ) ) ) / 2 :
    ( sqrt( 1 - pow( -2 * x + 2, 2 ) ) + 1 ) / 2;
},
easeInElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 :
    -pow( 2, 10 * x - 10 ) * sin( ( x * 10 - 10.75 ) * c4 );
},
easeOutElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 :
    pow( 2, -10 * x ) * sin( ( x * 10 - 0.75 ) * c4 ) + 1;
},
easeInOutElastic: function (x) {
  return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ?
    -( pow( 2, 20 * x - 10 ) * sin( ( 20 * x - 11.125 ) * c5 )) / 2 :
    pow( 2, -20 * x + 10 ) * sin( ( 20 * x - 11.125 ) * c5 ) / 2 + 1;
},
easeInBack: function (x) {
  return c3 * x * x * x - c1 * x * x;
},
easeOutBack: function (x) {
  return 1 + c3 * pow( x - 1, 3 ) + c1 * pow( x - 1, 2 );
},
easeInOutBack: function (x) {
  return x < 0.5 ?
    ( pow( 2 * x, 2 ) * ( ( c2 + 1 ) * 2 * x - c2 ) ) / 2 :
    ( pow( 2 * x - 2, 2 ) *( ( c2 + 1 ) * ( x * 2 - 2 ) + c2 ) + 2 ) / 2;
},
easeInBounce: function (x) {
  return 1 - bounceOut( 1 - x );
},
easeOutBounce: bounceOut,
easeInOutBounce: function (x) {
  return x < 0.5 ?
    ( 1 - bounceOut( 1 - 2 * x ) ) / 2 :
    ( 1 + bounceOut( 2 * x - 1 ) ) / 2;
}
}

    const VERTEX_SHADER = `

    vec3 mod289(vec3 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 mod289(vec4 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 permute(vec4 x) {
        return mod289(((x*34.0)+1.0)*x);
    }

    vec4 taylorInvSqrt(vec4 r) {
        return 1.79284291400159 - 0.85373472095314 * r;
    }

    vec3 fade(vec3 t) {
        return t*t*t*(t*(t*6.0-15.0)+10.0);
    }

    float cn(vec3 P) {
        vec3 Pi0 = floor(P);
        vec3 Pi1 = Pi0 + vec3(1.0);
        Pi0 = mod289(Pi0);
        Pi1 = mod289(Pi1);
        vec3 Pf0 = fract(P);
        vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
        vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);

        vec4 gx0 = ixy0 * (1.0 / 7.0);
        vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);

        vec4 gx1 = ixy1 * (1.0 / 7.0);
        vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);

        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;

        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);

        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
        return 2.2 * n_xyz;
    }
    attribute float opacity;
    
    uniform float time;
    varying vec3 v_normal;
    // varying float v_addLength;
    varying float v_color;
    varying float v_opacity;
    
    void main() {


      v_normal = normal;
      v_opacity = opacity;
      
      float maxLength = 7.7;
      float addLength = maxLength * cn(normalize(position) * 2.9 + time * 0.9);
      v_color = maxLength * cn(normalize(position) * 0.6 + (time) * 0.6) * 0.82;
      // v_addLength = addLength;
      vec3 newPosition = position + normal * addLength;

      vec4 mPosition = modelViewMatrix * vec4(newPosition, 1.0);
      if (mPosition.z < 0.0) {
        // mPosition.x = 1000.0;
        gl_PointSize = 0.0;
      }
      gl_PointSize = opacity * 1.0;
      gl_Position = projectionMatrix * mPosition;
    }
`;
    const FRAGMENT_SHADER = `
    varying float v_opacity;
    varying vec3 v_normal;
    varying float v_color;
    
    void main() {
      // vec3 color = normalize(v_color * 0.5 + 0.5 * v_normal + 0.1) * (v_color + 0.1) * 2.0;
      vec3 color = (v_color * 0.05) + v_normal + 0.5;
      color.x += v_color * 0.2;
      color.z += v_color * 0.2;
      gl_FragColor = vec4(normalize(color) , v_opacity);
        // gl_FragColor = vec4(v_opacity,v_opacity,v_opacity,v_opacity);
    }
`;

    const radius = 100;
    const smallRadius = radius * 0.9;
    const smallHeight = radius * 0.3;

    let canvas = document.querySelector('#cloudWave');
    let scene = new THREE.Scene();
    let camera = new THREE.PerspectiveCamera(
      50,
      canvas.width / canvas.height,
      0.1,
      10000
    );
    // camera.position.y = -4;
    camera.position.z = 600;
    camera.lookAt(new THREE.Vector3)
    renderer = new THREE.WebGLRenderer({
      canvas,
      antialias: true
    });

    renderer.setSize(canvas.width, canvas.height);
    renderer.setClearColor(0x000000, 1);
    renderer.setPixelRatio(1);
    let material = new THREE.ShaderMaterial({
      vertexShader: VERTEX_SHADER,
      fragmentShader: FRAGMENT_SHADER,
      uniforms: {
        time: { type: '1f', value: 0 }
      },
      transparent: true,
      blending: THREE.AdditiveBlending
    });

    function createPoints(radius, position, opacityStart = 0.5, opacityEnd = -0.2, opacityMax = 1) {
      let initGeom = new THREE.IcosahedronGeometry(radius, 5);
      let geom = new THREE.Geometry();
      let bufferGeom = new THREE.BufferGeometry();
      let opacities = [];
      let normals = [];
      let vertices = [];

      let opacityStartVal = -1 * opacityStart * radius;
      let opacityEndVal = -1 * opacityEnd * radius;

      initGeom.lookAt(new THREE.Vector3(Math.random(), Math.random(), Math.random()));
      geom.vertices = initGeom.vertices;
      geom.vertices = geom.vertices.filter(v => {
        let opacity = 1;
        if (v.z > opacityStartVal && v.z < opacityEndVal) {
          opacity = easing.easeOutCubic((v.z - opacityEndVal) / (opacityStartVal - opacityEndVal));
        }

        opacities.push(opacity);
        v.opacity = opacity * opacityMax;
        return v.z < opacityEndVal;
      });
      geom.lookAt(position.clone().negate());
      geom.translate(position.x, position.y, position.z);
      vertices = geom.vertices;

      let length = vertices.length;
      let bufferVertices = new Float32Array(length * 3);
      let bufferNormals = new Float32Array(length * 3);
      let bufferOpacity = new Float32Array(length);

      vertices.forEach((v, i) => {
        bufferVertices[i * 3] = v.x;
        bufferVertices[i * 3 + 1] = v.y;
        bufferVertices[i * 3 + 2] = v.z;
        v.normalize();
        bufferNormals[i * 3] = v.x;
        bufferNormals[i * 3 + 1] = v.y;
        bufferNormals[i * 3 + 2] = v.z;
        bufferOpacity[i] = v.opacity;
      });
      // console.log(vertices)
      bufferGeom.addAttribute('position', new THREE.BufferAttribute(bufferVertices, 3));
      bufferGeom.addAttribute('normal', new THREE.BufferAttribute(bufferNormals, 3));
      bufferGeom.addAttribute('opacity', new THREE.BufferAttribute(bufferOpacity, 1));

      let points = new THREE.Points(bufferGeom, material);
      return points;
    }

    scene.add(createPoints(
      radius * 0.9,
      new THREE.Vector3(0, radius * 0.18, 0),
      0.9, 0.0, 0.9
    ));

    scene.add(createPoints(
      radius * 0.92,
      new THREE.Vector3(radius * -0.1, radius * 0.13, -radius * 0.1),
      0.6, 0.2, 0.6
    ));
    
    // scene.add(createPoints(
    //   radius * 0.8,
    //   new THREE.Vector3(radius * -0.05, radius * 0.1, radius * 0.03),
    //   0.2, -0.9, 0.0
    // ));
    scene.add(createPoints(
      radius * 1.21,
      new THREE.Vector3(radius * 0.06, radius * -0.02, radius * -0.13),
      0.98, 0.5, 0.8
    ));

    scene.add(createPoints(
      radius * 0.7,
      new THREE.Vector3(radius * -0.5, radius * -0.2, radius * 0.0),
      0.4, -0.2, 0.3
    ));

    scene.add(createPoints(
      radius * 0.99,
      new THREE.Vector3(radius * 0.0, radius * -0.001, -radius * 0.0),
      0.9, 0.8, 0.6
    ));

    scene.add(createPoints(
      radius * 0.65,
      new THREE.Vector3(radius * 0.5, radius * -0.26, radius * 0.2),
      0.4, -0.2, 0.3
    ));

    scene.add(createPoints(
      radius * 0.69,
      new THREE.Vector3(radius * 0.7, radius * -0.26, radius * 0.0),
      0.9, 0.0, 0.8
    ));
    
    scene.add(createPoints(
      radius * 0.69,
      new THREE.Vector3(radius * -0.7, radius * -0.26, radius * 0.0),
      0.9, -0.3, 0.9
    ));
    // scene.add(createPoints(
    //   radius * 0.8,
    //   new THREE.Vector3(radius * -0.55, radius * -0.05, radius * 0.0),
    //   0.2, 0.2, 0.5
    // ));

    let now = new Date();
    let pre = now;
    let cameraOffsetStep = 6;
    (function tick() {
      now = new Date();
      material.uniforms.time.value += (now - pre) * 0.0008;
      pre = now;
      if (camera.position.x > 200) {
        cameraOffsetStep = -2
      } else if (camera.position.x < -200) {
        cameraOffsetStep = 2
      }
      // camera.position.x += cameraOffsetStep;
      
      camera.lookAt(0,0,0);
      renderer.render(scene, camera);
      window.requestAnimationFrame(tick);
    })();
  

External CSS

This Pen doesn't use any external CSS resources.

External JavaScript

  1. https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js