HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs 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 its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
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.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
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.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<div class="cc" id="canvas_container1"></div>
<div class="cc" id="canvas_container2"></div>
<div class="pngLights"></div>
<div class="bg"></div>
<div class="buttons">
<div class="btn btn_Light">Light OFF</div>
<a href="https://codepen.io/collection/DxkYzq" target="_blank" class="btn btn_Works">My Gallery</a>
</div>
<div class="floor"></div>
body {
height: 100vh;
width: 100%;
margin: 0;
overflow: hidden;
background-color: #79838b;
display: flex;
flex-flow: column;
position: relative;
}
.bg {
position: relative;
width: 100%;
height: 100vh;
max-height: 500px;
background-image: url("https://user-images.githubusercontent.com/26748614/96336781-733b6f80-1082-11eb-82a6-9b422f8f91c1.jpg");
background-size: contain;
background-repeat: repeat-x;
background-position: 50% 50%;
}
.pngLights {
position: absolute;
z-index: 8;
width: 100%;
height: 100vh;
max-height: 500px;
background-image: url("https://user-images.githubusercontent.com/26748614/96336791-759dc980-1082-11eb-85cb-c8761a9a5672.png"), url("https://user-images.githubusercontent.com/26748614/96336777-72a2d900-1082-11eb-9422-8f2ca0a4f302.png"), url("https://user-images.githubusercontent.com/26748614/96336777-72a2d900-1082-11eb-9422-8f2ca0a4f302.png");
background-size: contain;
background-repeat: no-repeat;
background-position: 50% -22px;
}
.pngLights.active {
background-image: url("https://user-images.githubusercontent.com/26748614/96336791-759dc980-1082-11eb-85cb-c8761a9a5672.png"), url("https://user-images.githubusercontent.com/26748614/96336777-72a2d900-1082-11eb-9422-8f2ca0a4f302.png"), url("");
}
.cc {
width: 100%;
height: 100vh;
position: absolute;
top: 0;
left: 0;
}
#canvas_container1 {
max-height: 500px;
z-index: 1;
}
#canvas_container2 {
height: 100vh;
z-index: 2;
}
.floor {
flex: 1 1 auto;
background-image: url("https://user-images.githubusercontent.com/26748614/96336787-746c9c80-1082-11eb-941f-7846cba8223b.jpg");
background-size: cover;
background-repeat: no-repeat;
background-position: 50% 0%;
}
/**** Buttons *****/
.buttons {
position: absolute;
width: 100%;
height: 100vh;
max-height: 500px;
}
.btn {
position: absolute;
bottom: 5%;
z-index: 10;
border: 1px solid white;
border-radius: 5px;
padding: 3px 15px;
background-color: #1f1f1f;
color: #fdfcfc;
-webkit-font-smoothing: antialiased;
font-size: 18px;
font-family: 'Rajdhani', sans-serif;
letter-spacing: 1px;
cursor: pointer;
user-select: none;
box-shadow: 5px 3px 12px 0px rgba(0, 0, 0, 0.75);
transition: color .3s;
}
.btn_Works {
left: 5%;
text-decoration: none;
}
.btn_Light {
left: 50%;
transform: translateX(-50%);
transform-origin: 25% 50%;
color: #feaeae;
}
.btn_Works:hover {
background-color: #3d3d3d;
color: #6286f4;
}
.btn_Light:hover {
background-color: #3d3d3d;
color: #da1616;
}
.btn_Light.blink {
animation: blinkAni 500ms;
}
@keyframes blinkAni {
0% {
background: #f5f6e4;
transform: scale(1) translateX(-50%);
}
50% {
transform: scale(1.2) translateX(-50%);
}
100% {
transform: scale(1) translateX(-50%);
}
}
@media only screen and (max-height: 350px) {
.btn {
font-size: 4.5vh;
bottom: 2%;
box-shadow: none;
color: #fdfcfc;
}
}
let camera,
renderer1,
scene,
uniformsBlob,
uniformsPano,
container1 = document.getElementById("canvas_container1"),
bg = document.querySelector(".bg"),
floor = document.querySelector(".floor"),
btn_Light = document.querySelector(".btn_Light"),
timeout_Debounce,
lightOFF = true,
renderer2,
camera2,
scene2,
sprites = new THREE.Group(),
container2 = document.getElementById("canvas_container2"),
mouse = { x: 1 }
init();
animate();
function init() {
renderer1 = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer1.setSize(container1.clientWidth, container1.clientHeight);
renderer1.setPixelRatio(window.devicePixelRatio);
container1.appendChild(renderer1.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, container1.clientWidth / container1.clientHeight, 0.1, 1000);
camera.position.set(0, 0, 40);
const light1 = new THREE.DirectionalLight("#ffffff", 0.7);
light1.position.set(-10, 30, 20);
scene.add(light1);
const light2 = new THREE.DirectionalLight("#ffffff", 0.7);
light2.position.set(10, 30, 20);
scene.add(light2);
const light3 = new THREE.DirectionalLight("#fcfcfc", 0.3);
light3.position.set(0, -20, 10);
scene.add(light3);
const textureLoader = new THREE.TextureLoader();
const blobTexture = textureLoader.load("https://i.ibb.co/9sk6j71/blob1-ls1rst.jpg");
const panoTexture = textureLoader.load("https://i.ibb.co/ynL0QP5/pano-ex9djn.jpg");
/*** Blob ***/
let blobGeometry = new THREE.IcosahedronBufferGeometry(10, 50);
uniformsBlob = THREE.UniformsUtils.merge([uniformsBlob, THREE.UniformsLib["lights"]]);
Object.assign(uniformsBlob, {
t_texture: { type: "t", value: blobTexture },
u_time: { type: "f", value: 0.0 },
u_mouse1: { type: "v2", value: new THREE.Vector2(1, 1) },
u_mouse2: { type: "v2", value: new THREE.Vector2(20, 20) },
u_lightOFF: { type: "b", value: lightOFF },
u_effect_Switch: { type: "f", value: 0.0 },
u_textura_Zoom: { type: "f", value: 1.0 },
});
uniformsBlob.t_texture.value.anisotropy = 16
uniformsBlob.t_texture.value.wrapS = THREE.MirroredRepeatWrapping;
uniformsBlob.t_texture.value.wrapT = THREE.ClampToEdgeWrapping;
let shaderMaterialBlob = new THREE.ShaderMaterial({
uniforms: uniformsBlob,
fragmentShader: blobFragmentShader(),
vertexShader: blobVertexShader(),
lights: true,
});
blob = new THREE.Mesh(blobGeometry, shaderMaterialBlob);
blob.position.set(2, -2.2, 10);
scene.add(blob);
/*** Pano ****/
let panoGeometry = new THREE.PlaneBufferGeometry(54.5, 27.3);
uniformsPano = {
t_texture: { type: "t", value: panoTexture },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_time: { type: 'f', value: 0 },
u_mouse: { type: "v2", value: new THREE.Vector2() },
u_lightOFF: { type: "b", value: lightOFF },
u_randomColor: { type: "v3", value: new THREE.Vector3(0.2, 0.2, 0.2) },
u_panoScale: { type: "v2", value: new THREE.Vector2(10.1, 0.2) },
};
uniformsPano.u_resolution.value.x = renderer1.domElement.width;
uniformsPano.u_resolution.value.y = renderer1.domElement.height;
uniformsPano.t_texture.value.wrapS = THREE.ClampToEdgeWrapping;
uniformsPano.t_texture.value.wrapT = THREE.ClampToEdgeWrapping;
let shaderMaterialPano = new THREE.ShaderMaterial({
uniforms: uniformsPano,
fragmentShader: panoFragmentShader(),
vertexShader: panoVertexShader(),
});
pano = new THREE.Mesh(panoGeometry, shaderMaterialPano);
pano.position.set(0.5, -1.6, 10);
scene.add(pano);
/* Mouse Event Handler */
function norm(val, max, min) { return (val - min) / (max - min); }
window.addEventListener("mousemove", (e) => {
mouse.x = e.x;
let x = norm(-(container1.clientWidth / 2 - e.x), container1.clientWidth / 2, 0) + 0.999;
if (x > 0) uniformsBlob.u_mouse1.value.x = x - 1;
else uniformsBlob.u_mouse1.value.x = x + 1;
uniformsBlob.u_mouse1.value.y = norm(container1.clientHeight / 2 - e.y, container1.clientHeight / 2, 0);
uniformsBlob.u_mouse2.value.x = norm(e.x, container1.clientWidth, 0) + 0.5;
uniformsPano.u_mouse.value.x = uniformsBlob.u_mouse2.value.x - 0.5;
uniformsPano.u_mouse.value.y = uniformsBlob.u_mouse1.value.y
});
/* CANVAS 2 Particles */
let spriteSet = function () {
let h = window.innerHeight;
renderer2 = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer2.setSize(window.innerWidth, h);
renderer2.setPixelRatio(window.devicePixelRatio);
container2.appendChild(renderer2.domElement);
scene2 = new THREE.Scene();
//better to do this dynamically
camera2 = new THREE.PerspectiveCamera(75, window.innerWidth / h, 0.1, 1000);
camera2.position.set(0, 0, 40);
if (h <= 500) camera2.position.set(0, 0, 40);
else if (h > 500 && h <= 600) camera2.position.set(0, -3, 50);
else if (h > 600 && h <= 700) camera2.position.set(0, -12, 60);
else if (h > 700 && h <= 800) camera2.position.set(0, -18, 60);
else if (h > 800 && h <= 900) camera2.position.set(0, -25, 60);
else camera2.position.set(0, -28, 60);
for (var i = 0; i < 1000; i++) {
spriteMaterial = new THREE.SpriteMaterial({
transparent: true,
opacity: 0.8,
});
let sprite = new THREE.Sprite(spriteMaterial);
sprite.position.set(
THREE.MathUtils.randFloat(-40, 40), //x
THREE.MathUtils.randFloat(-22, 17), //y
THREE.MathUtils.randFloat(-1, -6), //z
);
sprite.scale.set(0.8, 0.8);
//can't do in shader because is difference renderer from pano
if (sprite.position.y > 12 && sprite.position.y <= 17) spriteMaterial.color.set("#F9BE6E");
else if (sprite.position.y > 8 && sprite.position.y <= 12) spriteMaterial.color.set("#F9DA8A");
else if (sprite.position.y > 3 && sprite.position.y <= 8) spriteMaterial.color.set("#E29A50");
else if (sprite.position.y > 0 && sprite.position.y <= 3) spriteMaterial.color.set("#7A5437");
else if (sprite.position.y > -11 && sprite.position.y <= 0) spriteMaterial.color.set("#1B5A7D");
else if (sprite.position.y > -16 && sprite.position.y <= -11) spriteMaterial.color.set("#038BA5");
else if (sprite.position.y >= -22 && sprite.position.y <= -16) spriteMaterial.color.set("#CCD79F");
sprite.velocity = {
x: (Math.random() - 0.5) / 6,
z: -0.1 - Math.random() / 4
}
sprites.add(sprite);
}
scene2.add(sprites);
spriteSet = function () { };
}
btn_Light.addEventListener("click", e => {
if (lightOFF) {
sprites.visible = true;
bg.style.webkitFilter = "brightness(25%)";
floor.style.webkitFilter = "brightness(25%)";
btn_Light.innerHTML = "Light ON";
lightOFF = false;
btn_Light.style.color = "#3ef93e";
uniformsPano.u_lightOFF.value = false;
uniformsBlob.u_lightOFF.value = false;
spriteSet();
uniformsPano.u_panoScale.value.x = 80;
uniformsPano.u_panoScale.value.y = 0;
} else {
bg.style.webkitFilter = "brightness(100%)";
floor.style.webkitFilter = "brightness(100%)";
btn_Light.innerHTML = "Light OFF";
btn_Light.style.color = "#feaeae";
lightOFF = true;
uniformsBlob.u_lightOFF.value = true;
uniformsPano.u_lightOFF.value = true;
sprites.visible = false;
renderer2.clear();
if (uniformsBlob.u_effect_Switch.value == 0.0) {
uniformsBlob.u_effect_Switch.value = 0.08;
uniformsPano.u_randomColor.value.x = THREE.MathUtils.randFloat(-0.9, -0.5);
uniformsPano.u_randomColor.value.y = uniformsPano.u_randomColor.value.x;
uniformsPano.u_randomColor.value.z = uniformsPano.u_randomColor.value.x;
uniformsPano.u_panoScale.value.x = 10;
uniformsPano.u_panoScale.value.y = 5.4;
}
else {
uniformsBlob.u_effect_Switch.value = 0.0;
uniformsPano.u_panoScale.value.x = 40;
uniformsPano.u_panoScale.value.y = 0;
uniformsPano.u_randomColor.value.x = 0.2;
uniformsPano.u_randomColor.value.y = 0.2;
uniformsPano.u_randomColor.value.z = 0.2;
}
}
document.querySelector(".pngLights").classList.toggle("active"); //sakriva jedno png svetlo sa lampe
});
}
function blobVertexShader() {
return `
varying vec3 v_normal;
varying vec2 v_uv;
uniform float u_time;
uniform vec2 u_mouse1;
uniform bool u_lightOFF;
/*** Classic 3D Perlin noise, periodic version by Stefan Gustavson ***/
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 pnoise(vec3 P, vec3 rep) {
vec3 Pi0 = mod(floor(P), rep);
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep);
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;
}
void main() {
v_normal = normalMatrix * normal;
v_uv = uv;
// Static Boolean Uniform in conditional
if (u_lightOFF) {
float b = 6.0 * pnoise( (u_mouse1.y - u_mouse1.x)/10. * position + vec3( u_time*2.), vec3( 10.0 ) );
vec3 newPosition = position + normal * b;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
} else {
gl_Position = vec4( 0.0, 0.0, -50.0, 1.0 );
}
}
`
}
function blobFragmentShader() {
return `
varying vec3 v_normal;
varying vec2 v_uv;
uniform sampler2D t_texture;
uniform vec2 u_mouse2;
uniform float u_time;
uniform bool u_lightOFF;
uniform float u_effect_Switch;
uniform float u_textura_Zoom;
float random( vec3 scale, float seed ){
return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed ) ;
}
struct DirectionalLight {
vec3 direction;
vec3 color;
};
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
void main() {
if (u_lightOFF) {
/*** Light ***/
vec3 lightFactor1 = vec3(0.0, 0.0, 0.0);
vec3 lightFactor2 = vec3(0.0, 0.0, 0.0);
vec3 lightFactor3 = vec3(0.0, 0.0, 0.0);
vec3 ecFromLight1 = normalize( directionalLights[0].direction );
float NdotL1 = max(0.1, dot(v_normal, ecFromLight1));
lightFactor1 += NdotL1 * directionalLights[0].color;
vec3 ecFromLight2 = normalize( directionalLights[1].direction );
float NdotL2 = max(0.1, dot(v_normal, ecFromLight2));
lightFactor2 += NdotL2 * directionalLights[1].color;
vec3 ecFromLight3 = normalize( directionalLights[2].direction );
float NdotL3 = max(0.0, dot(v_normal, ecFromLight3));
lightFactor3 += NdotL3 * directionalLights[2].color;
vec3 directionalLights = lightFactor1 + lightFactor2 + lightFactor3;
/*** texture Effect Distortion ***/
float effect = random( vec3( 12.9898, 78.233, 151.7182), 0.0 ) * u_effect_Switch;
vec4 color = texture2D( t_texture, (v_uv + effect + u_time/3.) + sin(u_mouse2) * u_textura_Zoom );
gl_FragColor = vec4( color.rgb * directionalLights, 1.0 );
} else {
gl_FragColor = vec4( 0.0, 0.0, 0.0, 0.0 );
}
}
`
}
function panoVertexShader() {
return `
varying vec2 v_uv;
void main() {
v_uv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
}
function panoFragmentShader() {
return `
uniform sampler2D t_texture;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform bool u_lightOFF;
uniform vec3 u_randomColor;
uniform vec2 u_panoScale;
varying vec2 v_uv;
// voronoise by inigo quilez - iq/2013
vec3 hash3( vec2 p ) {
vec3 q = vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)), dot(p,vec2(419.2,371.9)) );
return fract(sin(q)*43758.5453 + u_time+ sin(u_mouse.y)/2. );
}
float iqnoise( in vec2 x, float u, float v ) {
vec2 p = floor(x);
vec2 f = fract(x);
float k = 1.0+63.0*pow(1.0-v,4.0);
float va = 0.0;
float wt = 0.0;
for (int j=-2; j<=2; j++) {
for (int i=-2; i<=2; i++) {
vec2 g = vec2(float(i),float(j));
vec3 o = hash3(p + g)*vec3(u,u,1.0);
vec2 r = g - f + o.xy;
float d = dot(r,r);
float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
va += o.z*ww;
wt += ww;
}
}
return va/wt;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st *= u_panoScale.x + 5.0 + sin(u_mouse.y)/2. * u_panoScale.y;
float n = iqnoise(st, u_mouse.x, 0.0);
if (u_lightOFF) {
gl_FragColor = vec4(vec3(n + u_randomColor.r, n + u_randomColor.g, n + u_randomColor.b) ,1.0);
} else {
vec4 textura = texture2D( t_texture, v_uv + vec2(u_mouse.x, 0.0)/10. );
gl_FragColor = vec4( textura.rgb * vec3(n), 1.0);
}
}
`
}
function animate() {
uniformsBlob.u_time.value += 0.0015;
uniformsPano.u_time.value += 0.01;
for (var i = 0; i < sprites.children.length; i++) {
if (lightOFF) { break; }
let pos = sprites.children[i].position;
let velocity = sprites.children[i].velocity;
pos.x = pos.x - (velocity.x);
pos.z = pos.z - (velocity.z);
velocity.z = velocity.z - Math.sin(mouse.x) / 200;
pos.z <= -5 ? sprites.children[i].visible = false : sprites.children[i].visible = true;
if (pos.z >= 61 || pos.z <= -20) {
pos.z = -5;
velocity.z = -0.1 - Math.random() / 4;
}
if (pos.x <= -40 || pos.x >= 40) velocity.x = velocity.x * -0.8;
}
renderer1.render(scene, camera);
if (renderer2 && !lightOFF) renderer2.render(scene2, camera2);
requestAnimationFrame(animate);
}
/* Resize */
window.addEventListener("resize", () => {
clearTimeout(timeout_Debounce);
timeout_Debounce = setTimeout(onWindowResize, 20);
});
function onWindowResize() {
camera.aspect = container1.clientWidth / container1.clientHeight;
camera.updateProjectionMatrix();
renderer1.setSize(container1.clientWidth, container1.clientHeight);
if (renderer2 && !lightOFF) {
let h = window.innerHeight;
if (h <= 500) camera2.position.set(0, 0, 40);
else if (h > 500 && h <= 600) camera2.position.set(0, -3, 50);
else if (h > 600 && h <= 700) camera2.position.set(0, -12, 60);
else if (h > 700 && h <= 800) camera2.position.set(0, -18, 60);
else if (h > 800 && h <= 900) camera2.position.set(0, -25, 60);
else camera2.position.set(0, -28, 60);
camera2.aspect = window.innerWidth / h;
camera2.updateProjectionMatrix();
renderer2.setSize(window.innerWidth, h);
}
uniformsPano.u_resolution.value.x = renderer1.domElement.width;
uniformsPano.u_resolution.value.y = renderer1.domElement.height;
}
/* Call for action */
setInterval(() => { btn_Light.classList.toggle("blink") }, 3000);
Also see: Tab Triggers