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HTML

              
                <script id="vertexShaderLines" type="x-shader/x-vertex">

      precision mediump float;
      precision mediump int;

      //attribute vec3 pos;
      attribute vec4 color;
      //attribute vec3 data;

      varying vec3 vPosition;
      varying vec4 vColor;
      //varying vec2 texCoordVarying;

      uniform float time;

      void main() {
          float PI = 3.14159;
          //float deltaY = pow(data.z,2.0);

          float distFromCenter = length(position);

          vec3 posFinal = position;

          float pulsateDist = sin(distFromCenter*(1.5+sin(time*0.2)*0.5) + time*0.3);
          float offsetX = pulsateDist * 0.7 * sin( 0.8*position.x  + time*0.7 );
          float offsetY = pulsateDist * 0.7 * cos( 0.8*position.y  + time*0.7 );
          posFinal.x += offsetX;
          posFinal.y += offsetY;


          vPosition = posFinal;
          vColor = color;

          gl_Position = projectionMatrix * modelViewMatrix * vec4( posFinal, 1.0 );
      }


</script>

<script id="fragmentShaderLines" type="x-shader/x-fragment">

      precision highp float;
      precision mediump int;

      varying vec3 vPosition;
      varying vec4 vColor;

      uniform sampler2D texture;
      uniform sampler2D texture2;

      uniform float rate;
      //uniform float time;

      void main() {
         vec2 pos = (vPosition.xy + 12.0)  /24.0 ;

         vec4 color1 = texture2D(texture, pos);
         vec4 color2 = texture2D(texture2, pos);

        gl_FragColor = color1 * (1.0 - rate) + color2 * rate;

      }

</script>
              
            
!

CSS

              
                @import "compass/css3";

@import "compass/reset";
@import "compass/css3";

body{
  overflow: hidden;
}

canvas{
  width: 100%;
  height: 100%;
}
              
            
!

JS

              
                var camera, scene, renderer;

    var mesh;
    var shaderValue = {rate: 0};

    var g_dt = 1/30;
    var time = 0;

    init();

    animate();

    function init() {
      THREE.ImageUtils.crossOrigin = "Anonymous";
        camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 );
        // reset camera
        camera.position.x = 0;
        camera.position.y = 0;
        camera.position.z = 20;
        camera.lookAt( new THREE.Vector3( 0, 0, -1 ) );

        scene = new THREE.Scene();

        /*
        camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
        camera.position.z = 20;
        */
        //camera.position.y = 12;

        //camera.lookAt(scene.position);

        var geometry = new THREE.BufferGeometry();
        var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });

        var positions = [];
        var colors = [];
        var indices_array = [];

        var numPtsX = 96;
        var numPtsY = 96;
        var numVerts = numPtsX * numPtsY;
        var deltaStep = 0.2;

        // generate verts
        var posXOffset = -numPtsX * deltaStep * 0.5;
        var posYOffset = -numPtsY * deltaStep * 0.5;

        for ( var y = 0; y < numPtsY; y++ )
        {
            for ( var x = 0; x < numPtsX; x++ )
            {
                var posX = posXOffset + x * deltaStep;
                var posY = posYOffset + y * deltaStep;
                var posZ = 0.0;

                positions.push(posX, posY,posZ);
                //colors.push(Math.random()*0.5+0.5, Math.random()*0.5+0.5, 1);
                colors.push(0.65,0.65,0.65);
                //colors.push(1.0,0.0,1.0);
            }
        }

        // generate indices
        for ( var y = 0; y < numPtsY-1; y++ )
        {
            var rowIndexOffset = y * numPtsX;

            for ( var x = 0; x < numPtsX-1; x++ )
            {
                var indexCurr = rowIndexOffset + x;
                var indexRight = indexCurr + 1;
                var indexTop = indexCurr + numPtsX;
                var indexTopRight = indexTop + 1;

                indices_array.push(indexCurr, indexRight);
                indices_array.push(indexCurr, indexTop);
                indices_array.push(indexCurr, indexTopRight);
            }
        }

        // top row - needs to stitch together
        for ( var x = 0; x < numPtsX-1; x++ )
        {
            var index0 = (numPtsY-1)*numPtsX + x;
            var index1 = index0 + 1;
            indices_array.push(index0, index1);
        }

        // right col - needs to stitch together
        for ( var y = 0; y < numPtsY-1; y++ )
        {
            var index0 = y*numPtsX + numPtsX-1;
            var index1 = index0 + numPtsX;
            indices_array.push(index0, index1);
        }

        // vert attrib
        geometry.addAttribute( 'index', new THREE.BufferAttribute( new Uint16Array( indices_array ), 1 ) );
        geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), 3 ) );
        geometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
        geometry.computeBoundingSphere();

        var attributes = {
            position: {	type: 'f', value: null },
            color: { type: 'f', value: null },
            //data: { type: 'f', value: null }
        };

        uniforms = {
            time: {type: 'f', value: 2.0},
            texture:   { type: "t", value: THREE.ImageUtils.loadTexture( "https://s3-us-west-2.amazonaws.com/s.cdpn.io/13842/ballon.jpg" ) },
            texture2:   { type: "t", value: THREE.ImageUtils.loadTexture( "https://s3-us-west-2.amazonaws.com/s.cdpn.io/13842/town-texture.jpg" ) },
            rate : {type: 'f', value: 0.0}
        };

        var shaderMaterial = new THREE.ShaderMaterial( {

            uniforms: 		uniforms,
            attributes:     attributes,
            vertexShader:   document.getElementById( 'vertexShaderLines' ).textContent,
            fragmentShader: document.getElementById( 'fragmentShaderLines' ).textContent,


            //blending: 		THREE.AdditiveBlending,
            depthTest: 		true,
            transparent:	false,
        });

        mesh = new THREE.Line( geometry, shaderMaterial, THREE.LinePieces );
        scene.add(mesh);


        renderer = new THREE.WebGLRenderer();
        renderer.setClearColor( 0x000000, 1);
        renderer.setSize(window.innerWidth, window.innerHeight);

        document.body.appendChild(renderer.domElement);

    }

    function animate() {

        // note: three.js includes requestAnimationFrame shim
        requestAnimationFrame(animate);

        time += g_dt;

        var rate = (Math.cos(time/2) + 1) / 2;
        mesh.material.uniforms.time.value = time;
        mesh.material.uniforms.rate.value = rate;

        renderer.render(scene, camera);

    }

              
            
!
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