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<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>
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;
}
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;
});
}
Also see: Tab Triggers