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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.

            
              <body class="scene">
  <p><a href="https://twitter.com/josep_llodra">@josep_llodra</a></p>
</body>
            
          
!
            
              @import "compass/css3";

body{
  overflow:hidden;
  background-color: #ffffff;
  @include filter-gradient(#ffffff, #f6f6f6, vertical);
  @include background-image(linear-gradient(top,  #ffffff 0%,#f1f1f1 50%,#e1e1e1 51%,#f6f6f6 100%));
}
p{
  font-family: sans-serif;
  position: absolute;
  bottom:0;
}
a {
  color: black;
  text-decoration: none;
}
a:hover {
  color: black;
}
            
          
!
            
              // by @josep_llodra

function Scene(){
  var self = this;
  var W, H;
  var camera, scene, renderer;
  var geometry, material, mesh;
  var pointLight, ambientLight;
  var mouseX = 0;
  var mouseY = 0;
  var nbmesh = 1;
  var edge_w = 100;
  var edge_h = 150;
  var levels = 10; // slow? lower this
  
  this.init = function(){
    // SET
    scene = new THREE.Scene();
    W = window.innerWidth;
    H = window.innerHeight;
    
    // LIGHTS
    pointLight = new THREE.PointLight(0xD0D0D0, 2, 1000);
	 pointLight.position.z = 100;
	 pointLight.position.y = 100;
	 pointLight.position.x = 500;
	 scene.add(pointLight);
    ambientLight = new THREE.AmbientLight( 0x404040 );
    //scene.add(ambientLight);
    
    // CAMERA
    camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.x = 500;
    
    // CAST
    geometry = new THREE.CubeGeometry( edge_w, edge_h, edge_w );
    
    var mesh;
    var color;
    
    //color = new THREE.Color(0xff0000);
    color = new THREE.Color("rgb(153,90,0)");
    material = new THREE.MeshPhongMaterial( { color:color, wireframe: false } );
    mesh = new THREE.Mesh( geometry, material );
      
    scene.add(mesh);  
    mesh.matrix.makeTranslation(0,-125,0);
    mesh.matrixAutoUpdate=false;

    function tree (n, mat, c) {
      if(n > 0) {
        var new_mat = new THREE.Matrix4();
        var new_mat2 = new THREE.Matrix4();
        var new_mat_t0 = new THREE.Matrix4();
        var new_mat_t = new THREE.Matrix4();
        var new_mat_r = new THREE.Matrix4();
        var new_mat_r2 = new THREE.Matrix4();
        var new_mat_s = new THREE.Matrix4();
        var mat2 = mat.clone();
        var col1 = c.clone();
        var col2 = c.clone();
        //col1.offsetHSL(0.12,0,0);
        col1.g += 0.64/levels;
        material = new THREE.MeshPhongMaterial( { color:col1, wireframe: false } );
        mesh = new THREE.Mesh(geometry, material);
        new_mat_t0.makeTranslation(edge_w/2,0,0);
        new_mat_t.makeTranslation(0,edge_h,0);
        new_mat_r.makeRotationZ(-Math.PI/4);
        new_mat_r2.makeRotationY(Math.PI/2);
        new_mat_s.makeScale(0.75,0.75,0.75);
        new_mat.multiply(new_mat_r2);  //      
        new_mat.multiply(new_mat_t0);
        new_mat.multiply(new_mat_r);        
        new_mat.multiply(new_mat_s);        
        new_mat.multiply(new_mat_t);
        new_mat.multiply(mat);
        mesh.matrix.copy(new_mat);
        mesh.matrixAutoUpdate=false;
        mesh.updateMatrix=false; //
        scene.add(mesh);
        tree(n-1, mesh.matrix.clone(), col1);

        //col2.offsetHSL(0.12,0,0);
        col2.g += 0.64/levels;
        material = new THREE.MeshPhongMaterial( { color:col2, wireframe: false } );
        mesh = new THREE.Mesh(geometry, material);
        new_mat_t0.makeTranslation(-edge_w/2,0,0);
        new_mat_t.makeTranslation(0,edge_h,0);
        new_mat_r.makeRotationZ(Math.PI/4);
        new_mat_r2.makeRotationY(Math.PI/2);
        new_mat_s.makeScale(0.75,0.75,0.75);
        new_mat2.multiply(new_mat_r2);  //      
        new_mat2.multiply(new_mat_t0);
        new_mat2.multiply(new_mat_r);        
        new_mat2.multiply(new_mat_s);        
        new_mat2.multiply(new_mat_t);
        new_mat2.multiply(mat);
        mesh.matrix.copy(new_mat2);
        mesh.matrixAutoUpdate=false;
        mesh.updateMatrix=false; //
        scene.add(mesh);
        tree(n-1, mesh.matrix.clone(), col2);
      }
    }
    
    tree(levels, mesh.matrix, color);
    
    // ACTION
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.querySelector('.scene').appendChild( renderer.domElement );
    
    window.addEventListener( "resize", this.onresize);
    document.addEventListener( "mousemove", this.onmousemove);
  }
  
  this.animate = function(){
    requestAnimationFrame(self.animate);

 	camera.position.z += ( mouseX - camera.position.z ) * .05;
 	camera.position.y += ( - mouseY + 100 - camera.position.y ) * .05;
    camera.lookAt( scene.position );
    renderer.render(scene, camera);
  }
  
  this.onresize = function(){
    W = window.innerWidth
    H = window.innerHeight
    camera.aspect = W / H;
    camera.updateProjectionMatrix();
    renderer.setSize(W, H, true);
    renderer.render(scene, camera);
  }
  
  this.onmousemove = function(e){
 	mouseX = ( event.clientX - W/2 );
 	mouseY = ( event.clientY - H/2 ); 
  }
  
  this.init();
  this.animate();
}

var s = new Scene();

// I picked some boilerplate code from https://codepen.io/prisme/pen/wGKpe

            
          
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