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HTML

              
                <div id="blob">
    <canvas></canvas>
</div>

<div class="controls">
    <div>
        <label>Speed</label>
        <input type="range" min="10" max="120" value="15" step="1" name="speed">
    </div>
    <div>
        <label>Spikes</label>
        <input type="range" min=".05" max="2" value=".5" step=".05" name="spikes">
    </div>
    <div>
        <label>Processing</label>
        <input type="range" min=".6" max="2.4" value="1" step=".01" name="processing">
    </div>
</div>
              
            
!

CSS

              
                #blob {
    position: relative;
    canvas {
        width: 1000px;
        margin-top: -7%;
        @media(max-width: 1200px) {
            margin-top: -10%;
            width: 800px
        }
        @media(max-width: 600px) {
            width: 800px
        }
    }
}

.controls {
    background: #3F4656;
    display: flex;
    padding: 20px;
    border-radius: 10px;
    position: relative;
    z-index: 3;
    box-shadow: 0 4px 20px -1px rgba(18, 22, 33, .7);
    @media(max-width: 1200px) {
        margin-top: -4%;
    }
    @media(max-width: 600px) {
        flex-direction: column;
    }
    label {
        color: #CDD9ED;
        font-weight: 500;
        font-size: 14px;
        display: block;
        margin-bottom: 16px;
        @media(max-width: 600px) {
            margin-bottom: 12px;
        }
    }
    [type="range"] {
        width: 160px;
        @media(max-width: 600px) {
            width: 280px;
        }
    }
    & > div {
        &:not(:last-child) {
            margin-right: 20px;
            @media(max-width: 600px) {
                margin: 0 0 24px 0;
            }
        }
    }
}

.rangeSlider {
    position: relative;
    background: none;
    border: 1px solid #fff;
    border-radius: 6px;
    cursor: pointer;
    &.rangeSlider__horizontal {
        height: 10px;
        width: 160px;
    }
    .rangeSlider__fill {
        border-radius: 7px;
        background: #fff;
        position: absolute;
        &:before {
            content: '';
            left: -2px;
            top: -2px;
            bottom: -2px;
            right: -2px;
            border: 2px solid #3F4656;
            border-radius: 6px;
            position: absolute;
        }
    }
    .rangeSlider__fill__horizontal {
        height: 100%;
        top: 0;
        left: 0;
    }
    .rangeSlider__handle {
        border: 2px solid #3F4656;
        cursor: grab;
        cursor: -moz-grab;
        cursor: -webkit-grab;
        display: inline-block;
        width: 22px;
        height: 22px;
        position: absolute;
        background: white;
        border-radius: 50%;
    }
    .rangeSlider__handle__horizontal {
        top: -7px;
    }
}

html {
    box-sizing: border-box;
    -webkit-font-smoothing: antialiased;
}

* {
    box-sizing: inherit;
    &:before,
    &:after {
        box-sizing: inherit;
    }
}

html,
body {
    overflow: hidden;
}

// Center & dribbble
body {
    min-height: 100vh;
    display: flex;
    justify-content: center;
    align-items: center;
    flex-direction: column;
    font-family: 'Source Sans Pro', Arial;
    background: #1e1b34;
    .dribbble {
        position: fixed;
        display: block;
        right: 20px;
        bottom: 20px;
        img {
            display: block;
            height: 28px;
        }
    }
}

              
            
!

JS

              
                for (let i = 0, element; element = document.querySelectorAll('input[type="range"]')[i++];) {
    rangeSlider.create(element, {
        polyfill: true
    });
}

// Bubble Shaders
const BUBBLE_VERTEX_SHADER = `
varying vec2 vUv;

void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`;
const BUBBLE_FRAGMENT_SHDAER = `
uniform vec3 color1;
uniform vec3 color2;

varying vec2 vUv;

void main() {
    gl_FragColor = vec4(mix(color1, color2, vUv.y), 1.0);
}
`;

// Glow Shaders
const GLOW_VERTEX_SHADERS = `
varying vec3 vNormal;
void main() {
    vec3 vNormal = normalize( normalMatrix * normal );
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`;
const GLOW_FRAGMENT_SHADERS = `
varying vec3 vNormal;
void main() {
    float intensity = pow( 0.7 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) ), 4.0 );
    gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * intensity;
}
`;

$(document).ready(function () {
    // Range SLiders
    const speedSlider = $('input[name="speed"]');
    const spikesSlider = $('input[name="spikes"]');
    const processingSlider = $('input[name="processing"]');

    // Scene & Camera & Renderer
    const $canvas = $('#blob canvas'),
        canvas = $canvas[0],
        renderer = new THREE.WebGLRenderer({
            canvas: canvas,
            context: canvas.getContext('webgl2'),
            antialias: true,
            alpha: true
        }),
        simplex = new SimplexNoise();

    renderer.setSize($canvas.width(), $canvas.height());
    renderer.setPixelRatio(window.devicePixelRatio || 1);

    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera(45, $canvas.width() / $canvas.height(), 0.1, 1000);
    camera.position.z = 5;

    // Top Light
    const lightTop = new THREE.DirectionalLight(0xFFFFFF, .7);
    lightTop.position.set(0, 500, 200);
    lightTop.castShadow = true;
    scene.add(lightTop);

    // Bottom Light
    const lightBottom = new THREE.DirectionalLight(0xFFFFFF, .25);
    lightBottom.position.set(0, -500, 400);
    lightBottom.castShadow = true;
    scene.add(lightBottom);

    // Ambient Light
    const ambientLight = new THREE.AmbientLight(0x798296);
    scene.add(ambientLight);

    // Bubble
    const bubbleGeometry = new THREE.CircleGeometry(20, 128, 6, 6.3);
    const bubbleMaterial = new THREE.ShaderMaterial({
        uniforms: {
            color1: {
                value: new THREE.Color("#FE390C")
            },
            color2: {
                value: new THREE.Color("#FACE40")
            }
        },
        vertexShader: BUBBLE_VERTEX_SHADER,
        fragmentShader: BUBBLE_FRAGMENT_SHDAER,
    });

    const bubble = new THREE.Mesh(bubbleGeometry, bubbleMaterial);
    scene.add(bubble);

    // Buble Glow
    const glowMaterial = new THREE.ShaderMaterial({
        uniforms: {
            c: { type: "f", value: 1.0 },
            p: { type: "f", value: 1.4 },
            color1: {
                value: new THREE.Color("#FE390C")
            },
            color2: {
                value: new THREE.Color("#FACE40")
            },
            viewVector: { type: "v3", value: camera.position },
        },
        vertexShader: GLOW_VERTEX_SHADERS,
        fragmentShader: GLOW_FRAGMENT_SHADERS,
        side: THREE.FrontSide,
        blending: THREE.AdditiveBlending,
        transparent: true,
    })
    const glow = new THREE.Mesh(bubbleGeometry.clone(), glowMaterial);
    glow.position = bubble.position;
    glow.scale.multiplyScalar(1.1);
    // scene.add(glow);

    // Update
    const update = () => {

        const time = performance.now() * 0.00001 * speedSlider.val() * Math.pow(processingSlider.val(), 3),
            spikes = spikesSlider.val() * processingSlider.val();

        for (let i = 0; i < bubble.geometry.vertices.length; i++) {
            const b = bubble.geometry.vertices[i]; // bubble vertices
            // const g = glow.geometry.vertices[i]; // glow vertices

            b.normalize().multiplyScalar(1 + 0.3 * simplex.noise4D(b.x * spikes, b.y * spikes, b.z * spikes + time, 3));
            // g.normalize().multiplyScalar(1 + 0.3 * simplex.noise4D(g.x * spikes, g.y * spikes, g.z * spikes + time, 3));
        }

        // glow.material.uniforms.viewVector.value = new THREE.Vector3().subVectors(
        //     camera.position,
        //     glow.position
        // );

        bubble.geometry.computeVertexNormals();
        bubble.geometry.normalsNeedUpdate = true;
        bubble.geometry.verticesNeedUpdate = true;

        // glow.geometry.computeVertexNormals();
        // glow.geometry.normalsNeedUpdate = true;
        // glow.geometry.verticesNeedUpdate = true;

    }

    // Animate
    function animate() {
        update();
        renderer.render(scene, camera);
        requestAnimationFrame(animate);
    }
    requestAnimationFrame(animate);

});
              
            
!
999px

Console