<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);
})();
This Pen doesn't use any external CSS resources.