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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.

            
              <!---------------------------
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>
            
          
!
            
              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;
}
            
          
!
            
              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;
    }
  };
}
            
          
!
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