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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.

HTML

            
              
            
          
!

CSS

            
              html,
body {
  height: 100%;
}
body {
  overflow: hidden;
}

            
          
!

JS

            
              const TEXTURE_SRC = 'https://images.unsplash.com/photo-1468276311594-df7cb65d8df6?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&w=800&fit=max&s=96647cd4038299342a15cd2bd177075f' // https://unsplash.com/photos/zepnJQycr4U
const PREFAB = {
  WIDTH: 1,
  HEIGHT: 1
}

function init (texture) {
  const image = texture.image
  const width = image.width
  const height = image.height
  const intervalX = width / PREFAB.WIDTH
  const intervalY = height / PREFAB.HEIGHT

  const root = new THREERoot({
    cameraPosition: [0, 0, width * 1.5]
  })

  const prefab = new THREE.PlaneGeometry(PREFAB.WIDTH, PREFAB.HEIGHT)
  const geometry = new BAS.PrefabBufferGeometry(prefab, intervalX * intervalY)
  const aPosition = geometry.createAttribute('aPosition', 4)

  let i = 0
  for (let x = 0; x < intervalX; x++) {
    for (let y = 0; y < intervalY; y++) {
      geometry.setPrefabData(aPosition, i++, [
        x * PREFAB.WIDTH - (width / 2),
        y * PREFAB.HEIGHT - (height / 2),
        0,
        Math.random() // random coefficient
      ])
    }
  }

  texture.minFilter = THREE.LinearFilter

  const material = new BAS.BasicAnimationMaterial({
    side: THREE.DoubleSide,
    vertexColors: THREE.VertexColors,
    uniforms: {
      uTime: { type: 'f', value: 0 },
      uSize: { type: 'vf2', value: [width, height] },
      map: { type: 't', value: texture },
    },
    vertexFunctions: [
      BAS.ShaderChunk['ease_quad_in_out'],
    ],
    vertexParameters: [
      'uniform float uTime;',
      'uniform vec2 uSize;',
      'uniform sampler2D map;',
      'attribute vec4 aPosition;',
      'const float interval = 10.;',
      'const float delay = 1.;',
      'const float speed = 80.;',
      'const float minWeight = 0.3;',
      'const float fallSpeed = 4.;',
      'const float xSpeed = 0.03;',
    ],
    vertexInit: [
      'vec4 texelColor = texture2D(map, (aPosition.xy + uSize / 2.) / uSize);',
      'float tProgress = mod(uTime / 50., interval + delay) - delay;',
      'float tMove = max(tProgress, 0.) * speed;',
      'float weight = ((1. - texelColor.r * texelColor.g * texelColor.b) * (1. - minWeight) + minWeight) * fallSpeed;',
      'float tFall = max(-aPosition.y - uSize.y / 2. + tMove, 0.) * (aPosition.w * 0.2 + 1.);',
      'float y = easeQuadInOut(1. - max(-tProgress, 0.) / delay) * uSize.y * 0.66;',
    ],
    vertexPosition: [
      'transformed.xy += vec2(aPosition.x / (1. + tFall * xSpeed), aPosition.y - tFall * weight - tMove + y);',
      'transformed.z += aPosition.z;',
    ],
    vertexColor: [
      'vColor = texelColor.rgb;',
    ],
  })
  material.uniforms['map'].value.needsUpdate = true

  const mesh = new THREE.Mesh(geometry, material)
  mesh.frustumCulled = false

  root.add(mesh)

  let time = 0
  root.addUpdateCallback(() => {
    material.uniforms['uTime'].value = time++
  })
}

new THREE.TextureLoader().load(TEXTURE_SRC, init)

// --------------------
// Three.js Wrapper
// forked from https://github.com/zadvorsky/three.bas/blob/86931253240abadf68b7c62edb934b994693ed4a/examples/_js/root.js
// --------------------
class THREERoot {
  constructor (params) {
    // defaults
    params = Object.assign({
      container: document.body,
      fov: 45,
      zNear: 1,
      zFar: 10000,
      cameraPosition: [0, 0, 30],
      createCameraControls: false,
      autoStart: true,
      pixelRatio: window.devicePixelRatio,
      antialias: (window.devicePixelRatio === 1),
      alpha: false,
      clearColor: 0x000000
    }, params)

    // maps and arrays
    this.updateCallbacks = []
    this.resizeCallbacks = []
    this.objects = {}

    // renderer
    this.renderer = new THREE.WebGLRenderer({
      antialias: params.antialias,
      alpha: params.alpha
    })
    this.renderer.setPixelRatio(params.pixelRatio)
    this.renderer.setClearColor(params.clearColor)
    this.canvas = this.renderer.domElement

    // container
    this.container = (typeof params.container === 'string') ? document.querySelector(params.container) : params.container
    this.container.appendChild(this.canvas)

    this.width = this.container.clientWidth
    this.height = this.container.clientHeight

    // camera
    this.camera = new THREE.PerspectiveCamera(
      params.fov,
      this.width / this.height,
      params.zNear,
      params.zFar
    )
    this.camera.position.set(...params.cameraPosition)

    // scene
    this.scene = new THREE.Scene()

    // resize handling
    this.resize()
    window.addEventListener('resize', () => {
      this.resize()
    })

    // tick / update / render
    params.autoStart && this.tick()

    // optional camera controls
    params.createCameraControls && this.createOrbitControls()

    // pointer
    this.raycaster = new THREE.Raycaster()
    this.pointer = new THREE.Vector2()
  }

  createOrbitControls () {
    if (!THREE.TrackballControls) {
      console.error('TrackballControls.js file is not loaded.')
      return
    }

    this.controls = new THREE.TrackballControls(this.camera, this.canvas)
    this.addUpdateCallback(() => { this.controls.update() })
  }

  start () {
    this.tick()
  }

  stop () {
    cancelAnimationFrame(this.animationFrameId)
  }

  addUpdateCallback (callback) {
    this.updateCallbacks.push(callback)
  }

  addResizeCallback (callback) {
    this.resizeCallbacks.push(callback)
  }

  add (object, key) {
    key && (this.objects[key] = object)
    this.scene.add(object)
  }

  addTo (object, parentKey, key) {
    key && (this.objects[key] = object)
    this.get(parentKey).add(object)
  }

  get (key) {
    return this.objects[key]
  }

  remove (o) {
    let object

    if (typeof o === 'string') {
      object = this.objects[o]
    } else {
      object = o
    }

    if (object) {
      object.parent.remove(object)
      delete this.objects[o]
    }
  }

  tick (time) {
    this.update(time)
    this.render()
    this.animationFrameId = requestAnimationFrame(time => { this.tick(time) })
  }

  update (time) {
    this.updateCallbacks.forEach(callback => { callback(time) })
  }

  render () {
    this.renderer.render(this.scene, this.camera)
  }

  resize () {
    this.container.style.width = ''
    this.container.style.height = ''
    this.width = this.container.clientWidth
    this.height = this.container.clientHeight

    this.camera.aspect = this.width / this.height
    this.camera.updateProjectionMatrix()

    this.renderer.setSize(this.width, this.height)
    this.resizeCallbacks.forEach(callback => { callback() })
  }

  initPostProcessing (passes) {
    const size = this.renderer.getSize()
    const pixelRatio = this.renderer.getPixelRatio()
    size.width *= pixelRatio
    size.height *= pixelRatio

    const composer = this.composer = new THREE.EffectComposer(this.renderer, new THREE.WebGLRenderTarget(size.width, size.height, {
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      format: THREE.RGBAFormat,
      stencilBuffer: false
    }))

    const renderPass = new THREE.RenderPass(this.scene, this.camera)
    composer.addPass(renderPass)

    for (let i = 0; i < passes.length; i++) {
      const pass = passes[i]
      pass.renderToScreen = (i === passes.length - 1)
      composer.addPass(pass)
    }

    this.renderer.autoClear = false
    this.render = () => {
      this.renderer.clear()
      composer.render()
    }

    this.addResizeCallback(() => {
      composer.setSize(window.innerWidth * pixelRatio, window.innerHeight * pixelRatio)
    })
  }

  checkPointer ({ x, y }, meshs, handler, nohandler) {
    this.pointer.x = (x / this.canvas.clientWidth) * 2 - 1
    this.pointer.y = -(y / this.canvas.clientHeight) * 2 + 1

    this.raycaster.setFromCamera(this.pointer, this.camera)
    const intersects = this.raycaster.intersectObjects(meshs)

    if (intersects.length > 0) {
      handler(intersects[0].object)

      return true
    } else {
      nohandler && nohandler()

      return false
    }
  }
}

            
          
!
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