<div class="wrapper">
<canvas id="gooey-canvas"></canvas>
<svg id="gooey-overlay" fill="none" stroke-linecap="round" stroke-linejoin="round" stroke-width="6">
<defs>
<symbol id="icon-user" viewBox="0 0 100 100">
<g>
<circle cx="46.3" cy="30.5" r="20.7"/>
<path d="M70.4,58.4a31.8,31.8,0,0,1,7.8,21"/>
<path d="M14.3,79.4a31.6,31.6,0,0,1,7.8-20.9"/>
</g>
</symbol>
<symbol id="icon-settings" viewBox="0 0 100 100">
<g>
<path d="M71.5,51.3a28.4,28.4,0,0,0,.5-5.1,25.7,25.7,0,0,0-.8-6.2l8.9-5.9a35.4,35.4,0,0,0-10-14.9l-8.9,6a24,24,0,0,0-6.1-3.3V11.2a38.2,38.2,0,0,0-9-1.1,36.8,36.8,0,0,0-8.9,1.1V21.9a27.3,27.3,0,0,0-6.7,3.7l-9-5.7A35.5,35.5,0,0,0,11.8,35l9.1,5.6a26.9,26.9,0,0,0,0,11.3l-8.9,6a35,35,0,0,0,9.8,14.9l8.8-5.9a26.4,26.4,0,0,0,6.6,3.6V81.2a36.8,36.8,0,0,0,8.9,1.1,38.2,38.2,0,0,0,9-1.1V70.5a27,27,0,0,0,7-4l9.1,5.7A37.5,37.5,0,0,0,80.6,57ZM46.2,61.5A15.3,15.3,0,1,1,61.5,46.2,15.4,15.4,0,0,1,46.2,61.5Z"/>
</g>
</symbol>
<symbol id="icon-msg" viewBox="0 0 100 100">
<g>
<path d="M81.9,43.2c0,12.9-16,23.4-35.7,23.4-6.3,0-10-.4-15.2-2.2-1.8-.7-17.5,9.1-19.1,8.2s6-14.9,3.9-17.2a17.4,17.4,0,0,1-5.3-12.2c0-13,16-23.5,35.7-23.5S81.9,30.2,81.9,43.2Z"/>
</g>
</symbol>
</defs>
<g class="balls">
</g>
</svg>
</div>
<script type="x-shader/x-fragment" id="vertShader">
precision mediump float;
varying vec2 vUv;
attribute vec2 a_position;
void main() {
vUv = .5 * (a_position + 1.);
gl_Position = vec4(a_position, 0., 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShader">
precision mediump float;
varying vec2 vUv;
uniform float u_time;
uniform float u_ratio;
uniform float u_max_y;
uniform vec2 u_pointer;
uniform float u_click_t;
uniform vec3 u_drops_pos_x;
uniform vec3 u_drops_pos_y;
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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 = mod(i, 289.0);
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);
}
float get_point_shape(vec2 uv, vec2 pos) {
float width = 1.9 * (u_drops_pos_x[2] - u_drops_pos_x[0]) / 3.;
float point_uv_y = (1. / pos.y - (1. / pos.y) * (uv.y - .05));
vec2 dist = vec2(uv.x * u_ratio, uv.y) - vec2(pos.x * u_ratio, 1. - pos.y);
float l = length(dist);
l = max(0., l);
l /= u_max_y;
l *= u_ratio;
width += .1 * pow(l, -.7);
float c = smoothstep(pos.x - .5 * width, pos.x, uv.x);
c *= smoothstep(pos.x + .5 * width, pos.x, uv.x);
c *= smoothstep(1. - pos.y - .5 * u_ratio * width, 1. - pos.y, uv.y);
c = pow(c, 10.);
return c;
}
void main() {
vec2 uv = vUv;
uv.y -= .03;
float noise_speed = .25;
float width = .2;
float shape = 0.;
float mid_shape = smoothstep(0. - .7 * width, u_drops_pos_x[1] - u_drops_pos_x[0], uv.x - u_drops_pos_x[0]) - smoothstep(u_drops_pos_x[1], u_drops_pos_x[2] + .5 * width, uv.x);
mid_shape = pow(mid_shape, 1.5);
mid_shape *= 2.6 * (1. - (1. - uv.y) / max(u_drops_pos_y[0], max(u_drops_pos_y[1], u_drops_pos_x[2])));
float top_shape = (1. - (1. - uv.y) / u_max_y);
top_shape = pow(top_shape, 3.);
vec2 noise_uv = uv;
noise_uv.x /= width;
noise_uv.x *= .7;
noise_uv.y += noise_speed * u_time;
float noise = snoise(noise_uv);
top_shape -= .2 * noise;
noise_uv.x *= .1;
noise = snoise(noise_uv);
top_shape -= .2 * noise;
shape += .5 * mid_shape;
shape += top_shape;
shape = 5. * pow(shape, 7.);
for (int i = 0; i < 3; i++) {
float column = get_point_shape(vUv, vec2(u_drops_pos_x[i], u_drops_pos_y[i]));
shape += column;
}
float border_limit = .4;
float border = smoothstep(border_limit, border_limit + .1, shape);
float contour = border - smoothstep(border_limit, border_limit + .25, shape);
shape = clamp(shape, 0., 2.);
shape = .4 + pow(shape, .2);
vec3 purple = vec3(0.780, 0.474, 0.816);
vec3 yellow = vec3(0.7, 0.7, 0.7);
vec3 blue = vec3(0.296, 0.753, 0.784);
vec3 color = mix(blue, purple, (.5 + .1 * sin(u_time)) * shape);
vec2 p = uv - u_pointer;
p.x *= u_ratio;
float pl = (1. - min(1., length(p)));
pl = pow(pl, 4.);
pl *= (1. + u_click_t);
pl += .4 * noise;
color = mix(color, yellow, pl + .1 * shape);
color -= .2 * contour;
color += (.2 * pl) * contour;
color *= shape;
gl_FragColor = vec4(color, border);
}
</script>
body, html {
margin: 0;
padding: 0;
}
canvas#gooey-canvas,
svg#gooey-overlay {
position: fixed;
top: 0;
left: 0;
}
svg#gooey-overlay .menu-item {
cursor: pointer;
}
svg#gooey-overlay .menu-item use {
stroke: #222288;
}
svg#gooey-overlay .menu-item:hover use {
stroke: #000000;
}
// TODO: devicePixelRatio for Retina
const canvasEl = document.querySelector("#gooey-canvas");
const svgEl = document.querySelector("#gooey-overlay");
const svgBallsEl = svgEl.querySelector(".balls");
const params = {
pageContentMaxWidth: 800,
btnPixelRadius: 43,
widthPixel: 300,
heightPixel: 250,
clickPower: 0
}
const buttons = [
{name: "user", pos: {x: 0, y: 0}},
{name: "settings", pos: {x: 0, y: 0}},
{name: "msg", pos: {x: 0, y: 0}},
]
const pointer = {
x: -10, y: 0,
tx: 0, ty: 0,
}
createOverlay();
resizeOverlay();
const uniforms = {
timeLocation: null,
dropsPosYLocation: null,
dropsPosXLocation: null,
pointerLocation: null,
ratioLocation: null,
clickLocation: null,
}
const gl = initShader();
setupAnimation();
resizeCanvas();
window.addEventListener("resize", () => {
resizeOverlay();
resizeCanvas();
});
gsap.ticker.add(onTick);
function onTick(t) {
pointer.x += (pointer.tx - pointer.x) * .95;
pointer.y += (pointer.ty - pointer.y) * .95;
buttons.forEach(b => {
gsap.set(b.el, {
x: b.pos.x,
y: b.pos.y
});
});
renderShader(t);
}
// -----------------------------------------
// Canvas (Shader) part
function initShader() {
const vsSource = document.getElementById("vertShader").innerHTML;
const fsSource = document.getElementById("fragShader").innerHTML;
const gl = canvasEl.getContext("webgl") || canvasEl.getContext("experimental-webgl");
if (!gl) {
alert("WebGL is not supported by your browser.");
}
function createShader(gl, sourceCode, type) {
const shader = gl.createShader(type);
gl.shaderSource(shader, sourceCode);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vertexShader = createShader(gl, vsSource, gl.VERTEX_SHADER);
const fragmentShader = createShader(gl, fsSource, gl.FRAGMENT_SHADER);
function createShaderProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error("Unable to initialize the shader program: " + gl.getProgramInfoLog(program));
return null;
}
return program;
}
const shaderProgram = createShaderProgram(gl, vertexShader, fragmentShader);
const vertices = new Float32Array([-1., -1., 1., -1., -1., 1., 1., 1.]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.useProgram(shaderProgram);
const positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
uniforms.timeLocation = gl.getUniformLocation(shaderProgram, "u_time");
uniforms.dropsPosXLocation = gl.getUniformLocation(shaderProgram, "u_drops_pos_x");
uniforms.dropsPosYLocation = gl.getUniformLocation(shaderProgram, "u_drops_pos_y");
uniforms.ratioLocation = gl.getUniformLocation(shaderProgram, "u_ratio");
uniforms.pointerLocation = gl.getUniformLocation(shaderProgram, "u_pointer");
uniforms.graphicVertRatioLocation = gl.getUniformLocation(shaderProgram, "u_max_y");
uniforms.clickLocation = gl.getUniformLocation(shaderProgram, "u_click_t");
return gl;
}
function resizeCanvas() {
canvasEl.width = window.innerWidth;
canvasEl.height = window.innerHeight;
gl.uniform1f(uniforms.ratioLocation, window.innerWidth / window.innerHeight);
gl.uniform1f(uniforms.graphicVertRatioLocation, params.heightPixel / window.innerHeight);
gl.viewport(0, 0, canvasEl.width, canvasEl.height);
console.log(params.heightPixel / window.innerHeight)
}
function renderShader(t) {
gl.uniform1f(uniforms.timeLocation, t);
const getShrX = (btn) => {
return (params.xOffset + btn.pos.x) / window.innerWidth;
}
const getShrY = (btn) => {
return btn.pos.y / window.innerHeight;
}
gl.uniform3f(uniforms.dropsPosXLocation, getShrX(buttons[0]), getShrX(buttons[1]), getShrX(buttons[2]));
gl.uniform3f(uniforms.dropsPosYLocation, getShrY(buttons[0]), getShrY(buttons[1]), getShrY(buttons[2]));
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
// -----------------------------------------
// SVG (Clickable overlay) part
function createOverlay() {
buttons.forEach(b => {
const gEl = document.createElementNS("http://www.w3.org/2000/svg", "g");
svgBallsEl.appendChild(gEl);
const circleEl = document.createElementNS("http://www.w3.org/2000/svg", "circle");
circleEl.setAttribute("cx", "0");
circleEl.setAttribute("cy", "0");
circleEl.setAttribute("r", "" + params.btnPixelRadius);
gsap.set(circleEl, {
attr: {
fill: "transparent",
}
})
gEl.appendChild(circleEl);
const iconEl = document.createElementNS("http://www.w3.org/2000/svg", "use");
iconEl.setAttribute("href", "#icon-" + b.name);
iconEl.setAttribute("x", -.5 * params.btnPixelRadius);
iconEl.setAttribute("y", -.5 * params.btnPixelRadius);
iconEl.setAttribute("width", params.btnPixelRadius);
iconEl.setAttribute("height", params.btnPixelRadius);
gEl.appendChild(iconEl);
gEl.classList.add("menu-item");
b.el = gEl;
})
}
function resizeOverlay() {
gsap.set(svgEl, {
attr: {
"viewBox": "0 0 " + window.innerWidth + " " + window.innerHeight
}
})
params.xOffset = window.innerWidth - params.widthPixel;
if (window.innerWidth > params.pageContentMaxWidth) {
params.xOffset -= (.5 * (window.innerWidth - params.pageContentMaxWidth))
}
gsap.set(svgBallsEl, {
x: params.xOffset
})
}
function setupAnimation() {
buttons.forEach((b, bIdx) => {
b.yLoop = gsap.fromTo(b.pos, {
y: params.btnPixelRadius + (bIdx === 1 ? 4 : 2) * params.btnPixelRadius,
}, {
duration: 2,
y: params.heightPixel - (bIdx === 0 ? 2 : 0) * params.btnPixelRadius,
ease: "sine.inOut",
repeat: -1,
yoyo: true
})
.progress(bIdx / buttons.length + .2 * Math.random());
b.xLoop = gsap.fromTo(b.pos, {
x: (bIdx / buttons.length) * params.widthPixel
}, {
duration: 2 + Math.random(),
x: "+=" + (bIdx > 0 ? (-.12) : (.1)) * params.widthPixel,
ease: "sine.inOut",
repeat: -1,
yoyo: true
})
.progress(Math.random());
b.el.onclick = function () {
gsap.timeline({
onUpdate: () => {
gl.uniform1f(uniforms.clickLocation, params.clickPower);
}
})
.to(params, {
duration: .1,
clickPower: .2,
ease: "power1.inOut"
}, 0)
.to(params, {
duration: .3,
clickPower: 0,
ease: "back(2).out"
}, ">")
.to(b.el, {
duration: .1,
opacity: .1,
ease: "power1.inOut"
}, 0)
.to(b.el, {
duration: .3,
opacity: 1,
ease: "power1.inOut"
}, ">")
}
})
const maxDistance = 4 * params.btnPixelRadius;
window.addEventListener("mousemove", e => {
pointer.tx = e.offsetX;
pointer.ty = e.offsetY;
gl.uniform2f(uniforms.pointerLocation, pointer.x / window.innerWidth, 1. - pointer.y / window.innerHeight);
buttons.forEach(b => {
const circleX = params.xOffset + gsap.getProperty(b.el, "x");
const circleY = gsap.getProperty(b.el, "y");
b.distance = Math.sqrt(Math.pow(pointer.tx - circleX, 2) + Math.pow(pointer.ty - circleY, 2)) / maxDistance;
b.distance = Math.min(1, b.distance);
const timeScale = 1.2 * Math.pow(b.distance, 2.);
gsap.set(b.xLoop, {
timeScale: timeScale
})
gsap.set(b.yLoop, {
timeScale: timeScale
})
});
});
}
This Pen doesn't use any external CSS resources.