Pen Settings

HTML

CSS

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. You can use the CSS from another Pen by using it's URL and the proper URL extention.

+ add another resource

JavaScript

Babel includes JSX processing.

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

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

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.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <!---------------------------
Image Credit: ESO/S. Brunier
https://www.eso.org/public/usa/images/eso0932a/

Shaders and Skydome Technique
Courtesy of Ian Webster:
http://www.ianww.com/blog/2014/02/17/making-a-skydome-in-three-dot-js/
----------------------------->

<script type="application/x-glsl" id="sky-vertex">  
  varying vec2 vUV;
  void main() {  
  vUV = uv;
  vec4 pos = vec4(position, 1.0);
  gl_Position = projectionMatrix * modelViewMatrix * pos;
  }
</script>
<script type="application/x-glsl" id="sky-fragment">  
  uniform sampler2D texture;  
  varying vec2 vUV;
  void main() {  
  vec4 sample = texture2D(texture, vUV);
  gl_FragColor = vec4(sample.xyz, sample.w);
  }
</script>
<div id="OHSHIT" class="wrap">
  <div class="text">
    o shit waddup!
  </div>
</div>
              
            
!

CSS

              
                html, body {
  overflow: hidden;
}
.wrap {
  position: absolute;
  top: 0;
  left: 0;
  z-index: 10;
  height: 100%;
  width: 100%;
  align-items: center;
  justify-content: center;
  font-size: 5em;
  background: transparent;
  display: none;
}
.text {
  text-align: center;
  color: white;
}
              
            
!

JS

              
                var scene, camera, renderer;
var gridGeo, GridMat, grid, gridEdge;
var bgGeo, bgMat, bg;
var textureAnim, datboi, waddupTime;
var timetrack = 0.01;
var composer, glitchPass;
var clock = new THREE.Clock();
var isScroll = false;

init();
animate();

function init() {
  scene = new THREE.Scene();

  // Camera
  camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 1, 10000 );
  camera.position.z = 115;
  camera.position.y = 490;

  // Grid
  gridGeo = new THREE.SphereGeometry( 500, 359,179);
  gridMat = new THREE.MeshPhongMaterial( { color: 0x000000 } );
  grid = new THREE.Mesh( gridGeo, gridMat );
  gridEdge = new THREE.EdgesHelper(grid, 0xaaaaff);
  gridEdge.material.linewidth = 3;
  grid.rotateZ(1/2*Math.PI);
  scene.add(grid);
  scene.add(gridEdge);

  // Skydome
  var loader = new THREE.TextureLoader();
  loader.setCrossOrigin('');
  var uniforms = {  
    texture: {
      type: 't',
      value: loader.load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/milk.jpg')
    }
  };
  bgMat = new THREE.ShaderMaterial( {  
    uniforms: uniforms,
    vertexShader: document.getElementById('sky-vertex').textContent,
    fragmentShader: document.getElementById('sky-fragment').textContent
  });
  bgGeo = new THREE.SphereGeometry(10000, 60, 40);
  bg = new THREE.Mesh(bgGeo, bgMat);
  bg.renderDepth = 1000.0;  
  bg.material.side = THREE.BackSide;
  bg.rotateZ(1/4*Math.PI);
  bg.rotateY(1/4*Math.PI);
  scene.add(bg);

  var boiLoader = new THREE.TextureLoader();
  boiLoader.setCrossOrigin('');
  boiLoader.load("https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/datboi.png", function(tex) {
    textureAnim = new TextureAnimator(tex, 5, 1, 10, 100); // texture, #horiz, #vert, #total, duration.
    var mat = new THREE.MeshBasicMaterial({map: tex, transparent: true, side:THREE.DoubleSide});
    var geo = new THREE.PlaneGeometry(10, 10, 1, 1);
    datboi = new THREE.Mesh(geo, mat);
    datboi.position.z = 505*Math.cos(timetrack/3);
    datboi.position.y = -505*Math.sin(timetrack/3);
    datboi.position.x = 5;
    datboi.rotation.x = timetrack/3 + 90;
    scene.add(datboi);
  });
  
  // Render
  renderer = new THREE.WebGLRenderer({antialias:true, alpha: false});
  renderer.setSize( window.innerWidth, window.innerHeight );
  
  composer = new THREE.EffectComposer( renderer );
  composer.addPass( new THREE.RenderPass( scene, camera ) );
  glitchPass = new THREE.GlitchPass();
  glitchPass.renderToScreen = true;
  composer.addPass( glitchPass );

  // Add to body
  document.body.appendChild( renderer.domElement );

  // Kinda responsive
  window.addEventListener( 'resize', onWindowResize, false );
}

function render() {
  renderer.render( scene, camera );
}

function animate() {
  requestAnimationFrame(animate);
  if (!isScroll){
    grid.rotation.x += 0.0016;
    bg.rotation.x += 0.0016;
    render();
    update();
  }
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
  render();
}

function update() {
  timetrack += 0.01;
  var delta = clock.getDelta(); 
  textureAnim.update(1000 * delta);
  datboi.position.z = 504*Math.cos(timetrack/3);
  datboi.position.y = -504*Math.sin(timetrack/3);
  datboi.rotation.x = timetrack/3 + 90;
  if (datboi.position.z > 108 && datboi.position.z < 115 && datboi.position.y > 0) {
    isScroll = true;
    glitchPass.goWild = true;
    document.getElementById('OHSHIT').style.display = 'flex';
    composer.render();
    window.clearTimeout(waddupTime);
    waddupTime = window.setTimeout(function() {
      isScroll = false;
      glitchPass.goWild = false;
    }, 1000);
  } else {
    document.getElementById('OHSHIT').style.display = 'none';
  }
}

/****************************
Texture Animation Function From:
https://stemkoski.github.io/Three.js/Texture-Animation.html
****************************/
function TextureAnimator(texture, tilesHoriz, tilesVert, numTiles, tileDispDuration) 
{	
  // note: texture passed by reference, will be updated by the update function.

  this.tilesHorizontal = tilesHoriz;
  this.tilesVertical = tilesVert;
  // how many images does this spritesheet contain?
  //  usually equals tilesHoriz * tilesVert, but not necessarily,
  //  if there at blank tiles at the bottom of the spritesheet. 
  this.numberOfTiles = numTiles;
  texture.wrapS = texture.wrapT = THREE.RepeatWrapping; 
  texture.repeat.set( 1 / this.tilesHorizontal, 1 / this.tilesVertical );

  // how long should each image be displayed?
  this.tileDisplayDuration = tileDispDuration;

  // how long has the current image been displayed?
  this.currentDisplayTime = 0;

  // which image is currently being displayed?
  this.currentTile = 0;

  this.update = function( milliSec )
  {
    this.currentDisplayTime += milliSec;
    while (this.currentDisplayTime > this.tileDisplayDuration)
    {
      this.currentDisplayTime -= this.tileDisplayDuration;
      this.currentTile++;
      if (this.currentTile == this.numberOfTiles)
        this.currentTile = 0;
      var currentColumn = this.currentTile % this.tilesHorizontal;
      texture.offset.x = currentColumn / this.tilesHorizontal;
      var currentRow = Math.floor( this.currentTile / this.tilesHorizontal );
      texture.offset.y = currentRow / this.tilesVertical;
    }
  };
}
              
            
!
999px

Console