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HTML

              
                #canvas-wrapper(aria-label='floating')
              
            
!

CSS

              
                body {
	height: 100vh;
	background-color: #4DD0E1; // blue
	margin: 0;
	padding: 0;
	overflow: hidden;
}
              
            
!

JS

              
                /* 
 * 3D FLOATING TYPO
 * Made with ThreeJS - Enjoy!
 * https://threejs.org/
 *
 * Move the cursor to zoom in/out and float around the cubed space.
 * On mobile touch + drag screen to zoom in/out and float.
 *
 * Inspired by one of the ThreeJS examples in documentation.
 *
 * #014 - #100DaysOfCode
 * By ilithya | 2019
 */

const nearDist = 0.1;
const farDist = 10000;

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
	75,
	window.innerWidth / window.innerHeight,
	nearDist,
	farDist
);
camera.position.x = farDist * -2;
camera.position.z = 500;

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor("#4DD0E1"); // Backgrond Color - Blue
renderer.setPixelRatio(window.devicePixelRatio); // For HiDPI devices to prevent bluring output canvas
renderer.setSize(window.innerWidth, window.innerHeight);
document.querySelector("#canvas-wrapper").appendChild(renderer.domElement);

// CREATE CUBES
const cubeSize = 120;
const geometry = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize); // BufferAttribute allows for more efficient passing of data to the GPU
const material = new THREE.MeshNormalMaterial(); // Maps the normal vectors to RGB colors
const group = new THREE.Group();
for (let i = 0; i < 350; i++) {
	const mesh = new THREE.Mesh(geometry, material);
	const dist = farDist / 3;
	const distDouble = dist * 2;
	const tau = 2 * Math.PI; // One turn

	mesh.position.x = Math.random() * distDouble - dist;
	mesh.position.y = Math.random() * distDouble - dist;
	mesh.position.z = Math.random() * distDouble - dist;
	mesh.rotation.x = Math.random() * tau;
	mesh.rotation.y = Math.random() * tau;
	mesh.rotation.z = Math.random() * tau;

	// Manually control when 3D transformations recalculation occurs for better performance
	mesh.matrixAutoUpdate = false;
	mesh.updateMatrix();

	group.add(mesh);
}
scene.add(group);

// CREATE TYPOGRAPHY
const loader = new THREE.FontLoader();
const textMesh = new THREE.Mesh();
const createTypo = font => {
	const word = "floating";
	const typoProperties = {
		font: font,
		size: cubeSize,
		height: cubeSize / 2,
		curveSegments: 12,
		bevelEnabled: true,
		bevelThickness: 10,
		bevelSize: 6,
		bevelOffset: 1,
		bevelSegments: 8
	};
	const text = new THREE.TextGeometry(word, typoProperties);
	textMesh.geometry = text;
	textMesh.material = material;
	textMesh.position.x = cubeSize * -2;
	textMesh.position.z = cubeSize * -1;
	scene.add(textMesh);
};
loader.load(
	"https://threejs.org/examples/fonts/helvetiker_regular.typeface.json",
	createTypo
);

// CREATE PART OF THE MOUSE/TOUCH OVER EFFECT
let mouseX = 0;
let mouseY = 0;
const mouseFX = {
	windowHalfX: window.innerWidth / 2,
	windowHalfY: window.innerHeight / 2,
	coordinates: function(coordX, coordY) {
		mouseX = (coordX - mouseFX.windowHalfX) * 10;
		mouseY = (coordY - mouseFX.windowHalfY) * 10;
	},
	onMouseMove: function(e) {
		mouseFX.coordinates(e.clientX, e.clientY);
	},
	onTouchMove: function(e) {
		mouseFX.coordinates(e.changedTouches[0].clientX, e.changedTouches[0].clientY);
	}
};
document.addEventListener("mousemove", mouseFX.onMouseMove, false);
document.addEventListener("touchmove", mouseFX.onTouchMove, false);

// RENDER 3D GRAPHIC
const render = () => {
	requestAnimationFrame(render);

	// Camera animation
	// Works with onMouseMove and onTouchMove functions
	camera.position.x += (mouseX - camera.position.x) * 0.05;
	camera.position.y += (mouseY * -1 - camera.position.y) * 0.05;
	camera.lookAt(scene.position); // Rotates the object to face a point in world space

	const t = Date.now() * 0.001;
	const rx = Math.sin(t * 0.7) * 0.5;
	const ry = Math.sin(t * 0.3) * 0.5;
	const rz = Math.sin(t * 0.2) * 0.5;
	group.rotation.x = rx;
	group.rotation.y = ry;
	group.rotation.z = rz;
	textMesh.rotation.x = rx;
	textMesh.rotation.y = ry;
	textMesh.rotation.z = rx; // Happy accident :) 

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

// RESIZE CANVAS
// This is buggy in some iOS...
// const resizeCanvas = () => {
// 	camera.aspect = window.innerWidth / window.innerHeight;
// 	camera.updateProjectionMatrix();
// 	renderer.setSize(window.innerWidth, window.innerHeight);
// };
// window.addEventListener("resize", resizeCanvas, false);
              
            
!
999px

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