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HTML

              
                <div class="container">
    Configurable Noise & Mouse Interaction
    <canvas id="canvas"></canvas>
</div>

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

    varying vec2 vUv;
    uniform float u_ratio;
    uniform float u_time;
    uniform float u_width;
    uniform float u_coloring;
    uniform float u_speed;
    uniform vec2 u_point;

//    https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
    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);
    }


//    https://gist.github.com/983/e170a24ae8eba2cd174f
    vec3 hsv2rgb(vec3 c) {
        vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
        vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
        return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
    }

    float get_noise(vec2 uv, float t){
        float SCALE = 3.;
        float noise = snoise(vec2(uv.x * .9 * SCALE, -uv.y * SCALE - t));
        SCALE = 7.;
        noise += .2 * snoise(vec2(uv.x * SCALE + 3. * t, uv.y * .8 * SCALE));
        noise += 1.;

        return noise;
    }


    float circle_s (vec2 dist, float radius) {
        return smoothstep(0., radius, pow(dot(dist, dist), .3) * .1);
    }

    void main () {
        vec2 uv = vUv;
        uv /= (1000. / u_width);
        uv.y /= u_ratio;

        vec2 mouse = vUv - u_point;
        mouse.y /= u_ratio;

        float t = u_time * u_speed;

        float noise = get_noise(uv, t);
        noise *= circle_s(mouse, .08);

        const float STEPS = 4.;
        float stepped_noise = floor(noise * STEPS) / STEPS;
        float d = -.5 * pow(stepped_noise, 1.5);

        vec3 hsv = vec3(u_coloring + d * .4, 1., 1.);
        vec3 col = hsv2rgb(hsv);

        float opacity = .9 * smoothstep(.45, .46, noise);
        col *= opacity;

        gl_FragColor = vec4(col, opacity);
    }


</script>


<script type="x-shader/x-vertex" id="vertexShader">
    varying vec2 vUv;
    void main() {
        vUv = uv;
        gl_Position = vec4(position, 1.);
    }
</script>
              
            
!

CSS

              
                html, body {
    padding: 0;
    margin: 0;
	 color: #111;
}

.container {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100vh;
    display: flex;
    align-items: center;
    justify-content: center;
    font-size: 35px;
	 padding: 10px;
	 text-align: center;
    user-select: none;
}

.container-front {
    opacity: .1;
    pointer-events: none;
}

#canvas {
    position: absolute;
    top: 0;
    left: 0;
    pointer-events: none;
}
              
            
!

JS

              
                import * as THREE from 'https://cdn.skypack.dev/three@0.139.1/build/three.module';
import { GUI } from 'https://cdn.skypack.dev/lil-gui@0.16.1';

const container = document.querySelector('.container');
const canvasEl = document.querySelector('#canvas');

let renderer, scene, camera, clock, material;
let pointer = new THREE.Vector2(.5, .5);
let targetPointer = new THREE.Vector2(.5, .5);

const params = {
    coloring: .2,
    speed: .1,
}



initScene();
createControls();
window.addEventListener('resize', updateSceneSize);



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) {
    targetPointer.x = eX / window.innerWidth;
    targetPointer.y = 1. - eY / window.innerHeight;
}


function initScene() {
    renderer = new THREE.WebGLRenderer({
        alpha: true,
        canvas: canvasEl
    });
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));

    scene = new THREE.Scene();
    camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, .1, 10);
    clock = new THREE.Clock()

    material = new THREE.ShaderMaterial({
        uniforms: {
            u_point: {type: "v2", value: pointer},
            u_resolution: {type: "v2", value: new THREE.Vector2(0, 0)},
            u_time: {type: "f", value: 0},
            u_ratio: {type: "f", value: window.innerWidth / window.innerHeight},
            u_width: {type: "f", value: window.innerWidth},

            u_strength: {type: "f", value: params.strength},
            u_coloring: {type: "f", value: params.coloring},
            u_speed: {type: "f", value: params.speed},

        },
        vertexShader: document.getElementById("vertexShader").textContent,
        fragmentShader: document.getElementById("fragmentShader").textContent,
		  transparent: true
    });
    const planeGeometry = new THREE.PlaneGeometry(2, 2);
    scene.add(new THREE.Mesh(planeGeometry, material));

    updateSceneSize();
    render();
}


function render() {
    pointer.x += (targetPointer.x - pointer.x) * .1;
    pointer.y += (targetPointer.y - pointer.y) * .1;
    material.uniforms.u_point.value = pointer;

    material.uniforms.u_time.value = clock.getElapsedTime();
    renderer.render(scene, camera);
    requestAnimationFrame(render);
}

function updateSceneSize() {
    material.uniforms.u_ratio.value = window.innerWidth / window.innerHeight;
    material.uniforms.u_width.value = window.innerWidth;
    renderer.setSize(container.clientWidth, container.clientHeight);
}

function createControls() {
    const gui = new GUI();
    gui.add(params, 'coloring', 0, 1, .01).onChange(v => {
        material.uniforms.u_coloring.value = v;
    });
    gui.add(params, 'speed', 0, .8, .01).onChange(v => {
        material.uniforms.u_speed.value = v;
    });
}
              
            
!
999px

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