<div class="viz"></div>

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

  varying vec2 vUv;
  uniform float u_ratio;
  uniform float u_time;
  uniform vec2 u_mouse;
  uniform vec2 u_target_mouse;
  uniform float u_face_expression;
  uniform sampler2D u_touch_texture;

  // --------------------------------
  // Ghost face

  float eyes(vec2 _st) {
    _st.x = abs(_st.x);

    _st.y += pow(_st.x, 2. - .4 * u_face_expression);
    _st.x -= (.08 + .03 * u_face_expression);
    _st.y *= .8;

    _st *= 10.;

    float d = length(_st);
    d = pow(d, .4);

    return clamp(1. - d, 0., 1.);
  }

  float mouth(vec2 _st) {
    _st *= 13.;
    _st.y *= .8;

    _st.x /= (1. + 2. * u_face_expression);
    _st.y *= (1. + .7 * u_face_expression);
    _st.y -= pow(_st.x, 2.) * 2. * u_face_expression;

    float d = length(_st);
    d = pow(d, .7);

    return clamp(1. - d, 0., 1.);
  }

  float face(vec2 _st) {
    _st *= 3.5;

    float eyes_shape = eyes(_st - vec2(0., .1));
    float mouth_shape = mouth(_st - vec2(0., -.2));

    float col;
    col = mix(col, 1., eyes_shape);
    col = mix(col, 1., mouth_shape);

    return col;
  }


  // --------------------------------
  // 2D noise

  vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
  vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
  vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
  float snoise(vec2 v) {
    const vec4 C = vec4(0.211324865405187,0.366025403784439,-0.577350269189626,0.024390243902439);
    vec2 i  = floor(v + dot(v, C.yy) );
    vec2 x0 = v -   i + dot(i, C.xx);
    vec2 i1;
    i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
    vec4 x12 = x0.xyxy + C.xxzz;
    x12.xy -= i1;
    i = mod289(i);
    vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));
    vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
    m = m*m ;
    m = m*m ;
    vec3 x = 2.0 * fract(p * C.www) - 1.0;
    vec3 h = abs(x) - 0.5;
    vec3 ox = floor(x + 0.5);
    vec3 a0 = x - ox;
    m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
    vec3 g;
    g.x  = a0.x  * x0.x  + h.x  * x0.y;
    g.yz = a0.yz * x12.xz + h.yz * x12.yw;
    return 130.0 * dot(m, g);
  }



  void main() {
    vec2 st = vUv;

    vec2 mouse = st - u_mouse.xy;
    mouse.x *= u_ratio;
    vec2 mouse_target = st - u_target_mouse.xy;
    mouse_target.x *= u_ratio;

    // Texture we create and update in JS => bas shape
    float touch = texture2D(u_touch_texture, st).r;

    // Add noise to the base shape
    vec2 noise_pos = vec2(st * 6.);
    float noise = snoise(noise_pos + vec2(0., u_time)) * .25 + .25;
    noise += snoise(noise_pos) * .25 + .3;
    touch *= noise;

    // Add face
    touch -= 1.2 * face(mouse - .1 * (mouse - mouse_target));

    // Apply color scheme
    vec3 color = mix(vec3(.184, .282, .345), vec3(.945, .945, .902), smoothstep(.01, .38, touch));

    gl_FragColor = vec4(color, 1.);
  }

</script>


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

  varying vec2 vUv;

  void main() {
    vUv = uv;
    gl_Position = vec4(position, 1.);
  }

</script>
    body {
      overflow: hidden;
      padding: 0;
      margin: 0;
    }
    canvas {
      display: block;
    }
import * as THREE from 'https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.module.min.js';

let config = {
    dotsNumber: 11,
    dotsBaseRadius: window.innerHeight * .1,
    tailSpring: .35,
    tailGravity: window.innerHeight * .005,
    tailGravityBonds: [window.innerHeight * .005, window.innerHeight * .01],
    tailFriction: .5,
    faceExpression: 0,
    catchingSpeed: window.innerWidth * .0001,
};



class Viz {

    constructor() {
        this.renderer = new THREE.WebGLRenderer({});
        this.container = document.getElementsByClassName('viz')[0];
        this.container.appendChild(this.renderer.domElement);
        this.camera = new THREE.OrthographicCamera(
            -.5 * window.innerWidth,
            .5 * window.innerWidth,
            .5 * window.innerHeight,
            -.5 * window.innerHeight,
            0.1,
            10,
        );
        this.camera.position.set(0, 0, 1);

        this.clock = new THREE.Clock();

        this.scene = new THREE.Scene();

        this.touchPoint = new THREE.Vector2(.5, .65);
        this.targetTouchPoint = new THREE.Vector2(.5, .65);
        this.touchCanvasPoint = [ this.touchPoint.x * window.innerWidth, (1 - this.touchPoint.y) * window.innerHeight ];
        this.isMoving = false;

        this.touchCanvas = document.createElement('canvas');
        this.touchCanvasCtx = this.touchCanvas.getContext('2d');
        this.touchTexture = new THREE.CanvasTexture(this.touchCanvas);
        this.touchTrail = new Array(config.dotsNumber);
        for (let i = 0; i < config.dotsNumber; i++) {
            this.touchTrail[i] = {
                x: this.touchCanvasPoint[0],
                y: this.touchCanvasPoint[1],
                vx: 0,
                vy: 0,
                intensity: i ? .6 * (config.dotsNumber - i) / config.dotsNumber : .9,
                r: config.dotsBaseRadius * (1 + Math.pow(i / config.dotsNumber, .5))
            }
        }

        this.material = new THREE.ShaderMaterial({
            uniforms: {
                u_touch_texture: {type: 't', value: this.touchTexture},
                u_mouse: { type: 'v2', value: new THREE.Vector2(0, 0) },
                u_target_mouse: { type: 'v2', value: new THREE.Vector2(0, 0) },
                u_resolution: { type: 'v2', value: new THREE.Vector2(0, 0) },
                u_time: { type: 'f', value: 0 },
                u_face_expression: { type: 'f', value: config.faceExpression },
                u_ratio: { type: 'f', value: window.innerWidth / window.innerHeight },
            },
            vertexShader: document.getElementById('vertexShader').textContent,
            fragmentShader: document.getElementById('fragmentShader').textContent
        });

        const planeGeometry = new THREE.PlaneBufferGeometry(2, 2);
        this.scene.add(new THREE.Mesh(planeGeometry, this.material));


        this.addCanvasEvents();
    }

    addCanvasEvents() {
        const _this = this;

        let movingTimer;
        let movingTimeout = function () {
            _this.isMoving = false;
        };
        movingTimer = setTimeout(movingTimeout, 300);

        window.addEventListener('mousemove', (e) => {
            updateMousePosition(e.clientX, e.clientY);
        });
        window.addEventListener('touchmove', (e) => {
            updateMousePosition(e.targetTouches[0].pageX, e.targetTouches[0].pageY);
        });

        function updateMousePosition(eX, eY) {
            if (_this.isMoving === false) {
                _this.isMoving = true;
            }
            clearTimeout(movingTimer);
            movingTimer = setTimeout(movingTimeout, 300);

            _this.targetTouchPoint.x = eX / window.innerWidth;
            _this.targetTouchPoint.y = 1.1 - Math.max(eY / window.innerHeight, .2);
        }
    }

    updateTrail() {
        this.touchCanvasCtx.fillStyle = 'black';
        this.touchCanvasCtx.fillRect(0, 0, this.touchCanvas.width, this.touchCanvas.height);

        this.touchTrail.forEach((p, pIdx) => {
            if (pIdx === 0) {
                p.x = this.touchCanvasPoint[0];
                p.y = this.touchCanvasPoint[1];
            } else {
                p.vx += (this.touchTrail[pIdx - 1].x - p.x) * config.tailSpring;
                p.vx *= config.tailFriction;

                p.vy += (this.touchTrail[pIdx - 1].y - p.y) * config.tailSpring;
                p.vy += config.tailGravity;
                p.vy *= config.tailFriction;

                p.x += p.vx;
                p.y += p.vy;
            }

            const grd = this.touchCanvasCtx.createRadialGradient(p.x, p.y, 0, p.x, p.y, p.r);
            grd.addColorStop(0, 'rgba(255, 255, 255, ' + p.intensity + ')');
            grd.addColorStop(1, 'rgba(255, 255, 255, 0)');

            this.touchCanvasCtx.beginPath();
            this.touchCanvasCtx.fillStyle = grd;
            this.touchCanvasCtx.arc(p.x, p.y, p.r, 0, Math.PI * 2);
            this.touchCanvasCtx.fill();
        });

        this.touchTexture.needsUpdate = true;
    }

    render() {
        this.touchPoint.x += (this.targetTouchPoint.x - this.touchPoint.x) * config.catchingSpeed;
        this.touchPoint.y += (this.targetTouchPoint.y - this.touchPoint.y) * config.catchingSpeed;
        this.touchCanvasPoint = [ this.touchPoint.x * window.innerWidth, (1 - this.touchPoint.y) * window.innerHeight ];

        const time = this.clock.getElapsedTime();

        if (this.isMoving) {
            config.faceExpression -= .05;
            config.faceExpression = Math.max(config.faceExpression, 0);
            config.tailGravity -= .1;
            config.tailGravity = Math.max(config.tailGravity, config.tailGravityBonds[0]);
        } else {
            config.faceExpression += .01;
            config.faceExpression = Math.min(config.faceExpression, 1);
            config.tailGravity += .1;
            config.tailGravity = Math.min(config.tailGravity, config.tailGravityBonds[1]);
        }
        config.tailGravity += .12 * Math.sin(3 * time);

        this.material.uniforms.u_face_expression.value = config.faceExpression;

        this.updateTrail();
        this.material.uniforms.u_touch_texture.value = this.touchTexture;

        this.material.uniforms.u_time.value = time;
        this.material.uniforms.u_mouse.value = new THREE.Vector2(this.touchPoint.x, this.touchPoint.y);
        this.material.uniforms.u_target_mouse.value = new THREE.Vector2(this.targetTouchPoint.x, this.targetTouchPoint.y);
        this.renderer.render(this.scene, this.camera);
    }

    loop() {
        this.render();
        requestAnimationFrame(this.loop.bind(this));
    }

    updateSize() {
        config.dotsBaseRadius = window.innerHeight * .1;
        config.tailGravity = window.innerHeight * .005;
        config.tailGravityBonds = [window.innerHeight * .005, window.innerHeight * .01];
        config.catchingSpeed = window.innerWidth * .0001;

        this.touchCanvas.width = window.innerWidth;
        this.touchCanvas.height = window.innerHeight;
        this.camera.left =  -.5 * window.innerWidth;
        this.camera.right = .5 * window.innerWidth;
        this.camera.top = .5 * window.innerHeight;
        this.camera.bottom = -.5 * window.innerHeight;
        this.camera.aspect = window.innerWidth / window.innerHeight;
        this.camera.updateProjectionMatrix();
        this.material.uniforms.u_ratio.value = window.innerWidth / window.innerHeight;
        this.material.uniforms.u_resolution.value = new THREE.Vector2(window.innerWidth, window.innerHeight);
        this.renderer.setSize(window.innerWidth, window.innerHeight);
        this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
    }
}

const viz = new Viz();

viz.updateSize();
window.addEventListener('resize', () => viz.updateSize());

viz.loop();

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