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HTML

              
                <script id="fragmentShader" type="x-shader/x-fragment">
	uniform vec2 resolution;
	uniform float time;

	void main()	{
		vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
		float a = time*40.0;
		float d,e,f,g=1.0/40.0,h,i,r,q;
		e=400.0*(p.x*0.5+0.5);
		f=400.0*(p.y*0.5+0.5);
		i=200.0+sin(e*g+a/150.0)*20.0;
		d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
		r=sqrt(pow(abs(i-e),2.0)+pow(abs(d-f),2.0));
		q=f/r;
		e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
		d=sin(e*g)*176.0+sin(e*g)*164.0+r;
		h=((f+d)+a/2.0)*g;
		i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
		h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
		h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
		i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
		i=mod(i/5.6,256.0)/64.0;
		if(i<0.0) i+=4.0;
		if(i>=2.0) i=4.0-i;
		d=r/350.0;
		d+=sin(d*d*8.0)*0.52;
		f=(sin(a*g)+1.0)/2.0;
		gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
	}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
	void main()	{
		gl_Position = vec4( position, 1.0 );
	}
</script>
<div id="container"></div>
		<div id="info">
<a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a> - GLSL shader - with <a href="https://threejs.org" target="_blank">three.js</a>
</div>
<div id="controls">
  <label for="resolution">resolution: </label>
  <select id="resolution" value="2">
    <option value="0.5">0.5x</option>
    <option value="1">1x</option>
    <option value="2" selected>2x</option>
    <option value="4">4x</option>
    <option value="8">8x</option>
  </select>
</div>
              
            
!

CSS

              
                body {
  color: #ffffff;
  font-family: Monospace;
  font-size: 13px;
  text-align: center;
  font-weight: bold;
  background-color: #000000;
  margin: 0px;
  overflow: hidden;
}

a {
  color: #ffffff;
}

#info {
  position: absolute;
  top: 0;
  width: 100%;
  padding: 5px;
  background: rgba(0,0,0,0.4);
}

#controls {
  position: absolute;
  bottom: 0;
  width: 100%;
  padding: 5px;
  background: rgba(0,0,0,0.4);
}
              
            
!

JS

              
                var lastUpdate;
var container;
var camera, scene, renderer;
var uniforms;

function init() {
  // basic setup
  container = document.getElementById( 'container' );
  camera = new THREE.Camera();
  camera.position.z = 1;
  scene = new THREE.Scene();
  var geometry = new THREE.PlaneBufferGeometry( 2, 2 );

  // shader stuff
  uniforms = {
    time: { type: "f", value: 1.0 },
    resolution: { type: "v2", value: new THREE.Vector2() }
  };
  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  } );
  lastUpdate = new Date().getTime();

  // put it together for rendering
  var mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );
  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( window.devicePixelRatio / 2 );
  container.appendChild( renderer.domElement );
  
  // event listeners
  onWindowResize();
  window.addEventListener( 'resize', onWindowResize, false);
  document.getElementById('resolution').addEventListener('change', onResolutionChange, false);
}

// events
function onWindowResize(evt) {
  renderer.setSize( window.innerWidth, window.innerHeight );
  uniforms.resolution.value.x = renderer.domElement.width;
  uniforms.resolution.value.y = renderer.domElement.height;
}
function onResolutionChange(evt) {
  var newResolutionScale = parseFloat(evt.target.value);
  renderer.setPixelRatio( window.devicePixelRatio / newResolutionScale );
  uniforms.resolution.value.x = renderer.domElement.width;
  uniforms.resolution.value.y = renderer.domElement.height;
}
function animate() {
  var currentTime = new Date().getTime()
  var timeSinceLastUpdate = currentTime - lastUpdate;
  lastUpdate = currentTime;
  
  requestAnimationFrame( animate );
  render(timeSinceLastUpdate);
}
function render(timeDelta) {
  uniforms.time.value += (timeDelta ? timeDelta / 1000 : 0.05);
  renderer.render( scene, camera );
}

// boot
init();
animate();

              
            
!
999px

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