Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

Add External Scripts/Pens

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.

+ add another resource

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <!-- 

ThreeJs custom waves
Original script by ThreeJS : https://threejs.org/examples/canvas_particles_waves.html
Modified version for Cloudoru by Kevin Rajaram : http://kevinrajaram.com
Date: 08/14/2014

-->

<h1>A little something for a site I'm working on. Made with the threejs library.</h1>

              
            
!

CSS

              
                canvas{
  position: absolute;
  top:0;
  left:0;
  z-index:-1;
}
              
            
!

JS

              
                /* 

ThreeJs custom waves
Original script by ThreeJS : https://threejs.org/examples/canvas_particles_waves.html
Modified version for Cloudoru by Kevin Rajaram : http://kevinrajaram.com
Date: 08/14/2014


*/

var SEPARATION = 40, AMOUNTX = 130, AMOUNTY = 35;

var container;
var camera, scene, renderer;
/*

if (window.WebGLRenderingContext){
	renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
	}
else {
	renderer = new THREE.CanvasRenderer();
	}
*/

var particles, particle, count = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

init();
animate();

function init() {

	container = document.createElement( 'div' );
	document.body.appendChild( container );
	if(container) {
    	container.className += container.className ? ' waves' : 'waves';
	}

	camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 1, 10000 );
	camera.position.y = 150; //changes how far back you can see i.e the particles towards horizon
	camera.position.z = 300; //This is how close or far the particles are seen
	
	camera.rotation.x = 0.35;
	
	scene = new THREE.Scene();

	particles = new Array();

	var PI2 = Math.PI * 2;
	var material = new THREE.SpriteCanvasMaterial( {

		color: 0x939393, //changes color of particles
		program: function ( context ) {

			context.beginPath();
			context.arc( 0, 0, 0.1, 0, PI2, true );
			context.fill();

		}

	} );

	var i = 0;

	for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

		for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

			particle = particles[ i ++ ] = new THREE.Sprite( material );
			particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
			particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) - 10 );
			scene.add( particle );

		}

	}

	renderer = new THREE.CanvasRenderer();
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setClearColor( 0xffffff, 1);
	container.appendChild( renderer.domElement );

	window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

	windowHalfX = window.innerWidth / 2;
	windowHalfY = window.innerHeight / 2;

	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();

	renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

	requestAnimationFrame( animate );

	render();

}

function render() {

	var i = 0;

	for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

		for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

			particle = particles[ i++ ];
			particle.position.y = ( Math.sin( ( ix + count ) * 0.5 ) * 20 ) + ( Math.sin( ( iy + count ) * 0.5 ) * 20 );
			particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 2 ) * 4 + ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;

		}

	}

	renderer.render( scene, camera );

	// This increases or decreases speed
	count += 0.2;

}


              
            
!
999px

Console