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JavaScript

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HTML

              
                <div class="content">
    <img src="https://ksenia-k.com/img/ksenia.jpg"/>
</div>

<canvas></canvas>

<div class="overlay">
    Liquid content reveal
</div>



<script type="x-shader/x-fragment" id="vertShader">
    precision highp float;

    attribute vec2 aPosition;
    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform vec2 u_vertex_texel;

    void main () {
        vUv = aPosition * .5 + .5;
        vL = vUv - vec2(u_vertex_texel.x, 0.);
        vR = vUv + vec2(u_vertex_texel.x, 0.);
        vT = vUv + vec2(0., u_vertex_texel.y);
        vB = vUv - vec2(0., u_vertex_texel.y);
        gl_Position = vec4(aPosition, 0., 1.);
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderAdvection">
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D u_velocity_txr;
    uniform sampler2D u_input_txr;
    uniform vec2 u_vertex_texel;
    uniform vec2 u_output_textel;
    uniform float u_dt;
    uniform float u_dissipation;

    vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
        vec2 st = uv / tsize - 0.5;

        vec2 iuv = floor(st);
        vec2 fuv = fract(st);

        vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
        vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
        vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
        vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);

        return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
    }

    void main () {
        vec2 coord = vUv - u_dt * bilerp(u_velocity_txr, vUv, u_vertex_texel).xy * u_vertex_texel;
        gl_FragColor = u_dissipation * bilerp(u_input_txr, coord, u_output_textel);
        gl_FragColor.a = 1.;
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderDivergence">
    precision highp float;
    precision highp sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D u_velocity_txr;

    void main () {
        float L = texture2D(u_velocity_txr, vL).x;
        float R = texture2D(u_velocity_txr, vR).x;
        float T = texture2D(u_velocity_txr, vT).y;
        float B = texture2D(u_velocity_txr, vB).y;

        float div = .5 * (R - L + T - B);
        gl_FragColor = vec4(div, 0., 0., 1.);
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderPressure">
    precision highp float;
    precision highp sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D u_pressure_txr;
    uniform sampler2D u_divergence_txr;

    void main () {
        float L = texture2D(u_pressure_txr, vL).x;
        float R = texture2D(u_pressure_txr, vR).x;
        float T = texture2D(u_pressure_txr, vT).x;
        float B = texture2D(u_pressure_txr, vB).x;
        float C = texture2D(u_pressure_txr, vUv).x;
        float divergence = texture2D(u_divergence_txr, vUv).x;
        float pressure = (L + R + B + T - divergence) * 0.25;
        gl_FragColor = vec4(pressure, 0., 0., 1.);
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderGradientSubtract">
    precision highp float;
    precision highp sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D u_pressure_txr;
    uniform sampler2D u_velocity_txr;

    void main () {
        float L = texture2D(u_pressure_txr, vL).x;
        float R = texture2D(u_pressure_txr, vR).x;
        float T = texture2D(u_pressure_txr, vT).x;
        float B = texture2D(u_pressure_txr, vB).x;
        vec2 velocity = texture2D(u_velocity_txr, vUv).xy;
        velocity.xy -= vec2(R - L, T - B);
        gl_FragColor = vec4(velocity, 0., 1.);
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderPoint">
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D u_input_txr;
    uniform float u_ratio;
    uniform vec3 u_point_value;
    uniform vec2 u_point;
    uniform float u_point_size;

    void main () {
        vec2 p = vUv - u_point.xy;
        p.x *= u_ratio;
        vec3 splat = pow(2., -dot(p, p) / u_point_size) * u_point_value;
        vec3 base = texture2D(u_input_txr, vUv).xyz;
        gl_FragColor = vec4(base + splat, 1.);
    }
</script>

<script type="x-shader/x-fragment" id="fragShaderDisplay">
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D u_output_texture;

    void main () {
        vec3 C = texture2D(u_output_texture, vUv).rgb;
        float a = max(C.r, max(C.g, C.b));
        a = pow(.1 * a, .1);
        a = clamp(a, 0., 1.);
        gl_FragColor = vec4(1. - C, 1. - a);
    }
</script>
              
            
!

CSS

              
                html, body {
    overflow: hidden;
    padding: 0;
    margin: 0;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
}

.content {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100vh;
}

img {
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
    height: 115%;
    width: auto;
    opacity: 0;
}

@media (min-aspect-ratio: 4/3) {
    img {
        height: auto;
        width: 100%;
    }
}

@media (max-aspect-ratio: 3/5) {
    img {
        left: 30%;
    }
}

.overlay {
    position: fixed;
    top: 50%;
    left: 30%;
    max-width: 50%;
    transform: translate(-50%, -50%);
    font-family: sans-serif;
    font-size: 10vh;
    font-weight: bold;
    pointer-events: none;
    text-transform: uppercase;
}

@media (max-aspect-ratio: 1/1) {
    .overlay {
        left: 50%;
        width: 90%;
        max-width: 90%;
    }
}

@media (max-aspect-ratio: 3/5) {
    .overlay {
        font-size: 5vh;
    }
}
              
            
!

JS

              
                const canvas = document.getElementsByTagName("canvas")[0];
const image = document.getElementsByTagName("img")[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;

const params = {
    SIM_RESOLUTION: 128,
    DYE_RESOLUTION: 1024,
    DENSITY_DISSIPATION: .995,
    VELOCITY_DISSIPATION: .9,
    PRESSURE_ITERATIONS: 10,
    SPLAT_RADIUS: 3 / window.innerHeight,
    color: {r: .8, g: .5, b: .2}
};

const pointer = {
    x: .65 * window.innerWidth,
    y: .5 * window.innerHeight,
    dx: 0,
    dy: 0,
    moved: false,
    firstMove: false // for codepen preview
};
window.setTimeout(() => {
    pointer.firstMove = true;
}, 3000);

let prevTimestamp = Date.now();

const gl = canvas.getContext("webgl");
gl.getExtension("OES_texture_float");


let outputColor, velocity, divergence, pressure;

const vertexShader = createShader(
    document.getElementById("vertShader").innerHTML,
    gl.VERTEX_SHADER);

const splatProgram = createProgram("fragShaderPoint");
const divergenceProgram = createProgram("fragShaderDivergence");
const pressureProgram = createProgram("fragShaderPressure");
const gradientSubtractProgram = createProgram("fragShaderGradientSubtract");
const advectionProgram = createProgram("fragShaderAdvection");
const displayProgram = createProgram("fragShaderDisplay");


initFBOs();
render();
image.style.opacity = "1";


window.addEventListener("resize", () => {
    params.SPLAT_RADIUS = 5 / window.innerHeight;
    canvas.width = canvas.clientWidth;
    canvas.height = canvas.clientHeight;
});

canvas.addEventListener("click", (e) => {
    pointer.dx = 10;
    pointer.dy = 10;
    pointer.x = e.pageX;
    pointer.y = e.pageY;
    pointer.firstMove = true;
});

canvas.addEventListener("mousemove", (e) => {
    pointer.moved = true;
    pointer.dx = 5 * (e.pageX - pointer.x);
    pointer.dy = 5 * (e.pageY - pointer.y);
    pointer.x = e.pageX;
    pointer.y = e.pageY;
    pointer.firstMove = true;
});

canvas.addEventListener("touchmove", (e) => {
    e.preventDefault();
    pointer.moved = true;
    pointer.dx = 8 * (e.targetTouches[0].pageX - pointer.x);
    pointer.dy = 8 * (e.targetTouches[0].pageY - pointer.y);
    pointer.x = e.targetTouches[0].pageX;
    pointer.y = e.targetTouches[0].pageY;
    pointer.firstMove = true;
});

function createProgram(elId) {
    const shader = createShader(
        document.getElementById(elId).innerHTML,
        gl.FRAGMENT_SHADER);
    const program = createShaderProgram(vertexShader, shader);
    const uniforms = getUniforms(program);
    return {
        program, uniforms
    }
}

function createShaderProgram(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;
}

function getUniforms(program) {
    let uniforms = [];
    let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
    for (let i = 0; i < uniformCount; i++) {
        let uniformName = gl.getActiveUniform(program, i).name;
        uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
    }
    return uniforms;
}


function createShader(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;
}

function blit(target) {
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
        -1, -1,
        -1, 1,
        1, 1,
        1, -1
    ]), gl.STATIC_DRAW);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(0);

    if (target == null) {
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    } else {
        gl.viewport(0, 0, target.width, target.height);
        gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
    }
    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}

function initFBOs() {
    const simRes = getResolution(params.SIM_RESOLUTION);
    const dyeRes = getResolution(params.DYE_RESOLUTION);

    outputColor = createDoubleFBO(dyeRes.width, dyeRes.height);
    velocity = createDoubleFBO(simRes.width, simRes.height);
    divergence = createFBO(simRes.width, simRes.height, gl.RGB);
    pressure = createDoubleFBO(simRes.width, simRes.height, gl.RGB);
}

function getResolution(resolution) {
    let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
    if (aspectRatio < 1)
        aspectRatio = 1. / aspectRatio;

    let min = Math.round(resolution);
    let max = Math.round(resolution * aspectRatio);

    if (gl.drawingBufferWidth > gl.drawingBufferHeight)
        return {width: max, height: min};
    else
        return {width: min, height: max};
}

function createFBO(w, h, type = gl.RGBA) {
    gl.activeTexture(gl.TEXTURE0);

    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texImage2D(gl.TEXTURE_2D, 0, type, w, h, 0, type, gl.FLOAT, null);

    const fbo = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
    gl.viewport(0, 0, w, h);
    gl.clear(gl.COLOR_BUFFER_BIT);

    return {
        fbo,
        width: w,
        height: h,
        attach(id) {
            gl.activeTexture(gl.TEXTURE0 + id);
            gl.bindTexture(gl.TEXTURE_2D, texture);
            return id;
        }
    };
}

function createDoubleFBO(w, h, type) {
    let fbo1 = createFBO(w, h, type);
    let fbo2 = createFBO(w, h, type);

    return {
        width: w,
        height: h,
        texelSizeX: 1. / w,
        texelSizeY: 1. / h,
        read: () => {
            return fbo1;
        },
        write: () => {
            return fbo2;
        },
        swap() {
            let temp = fbo1;
            fbo1 = fbo2;
            fbo2 = temp;
        }
    }
}

function render() {
    const dt = (Date.now() - prevTimestamp) / 1000;
    prevTimestamp = Date.now();

    if (!pointer.firstMove) {
        pointer.moved = true;
        const newX = (.65 + .2 * Math.cos(.006 * prevTimestamp) * Math.sin(.008 * prevTimestamp)) * window.innerWidth;
        const newY = (.5 + .12 * Math.sin(.01 * prevTimestamp)) * window.innerHeight;
        pointer.dx = 10 * (newX - pointer.x);
        pointer.dy = 10 * (newY - pointer.y);
        pointer.x = newX;
        pointer.y = newY;
    }

    if (pointer.moved) {
        pointer.moved = false;

        gl.useProgram(splatProgram.program);
        gl.uniform1i(splatProgram.uniforms.u_input_txr, velocity.read().attach(0));
        gl.uniform1f(splatProgram.uniforms.u_ratio, canvas.width / canvas.height);
        gl.uniform2f(splatProgram.uniforms.u_point, pointer.x / canvas.width, 1 - pointer.y / canvas.height);
        gl.uniform3f(splatProgram.uniforms.u_point_value, pointer.dx, -pointer.dy, 1);
        gl.uniform1f(splatProgram.uniforms.u_point_size, params.SPLAT_RADIUS);

        blit(velocity.write());
        velocity.swap();

        gl.uniform1i(splatProgram.uniforms.u_input_txr, outputColor.read().attach(0));
        gl.uniform3f(splatProgram.uniforms.u_point_value, 1. - params.color.r, 1. - params.color.g, 1. - params.color.b);
        blit(outputColor.write());
        outputColor.swap();
    }

    gl.useProgram(divergenceProgram.program);
    gl.uniform2f(divergenceProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(divergenceProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    blit(divergence);

    gl.useProgram(pressureProgram.program);
    gl.uniform2f(pressureProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(pressureProgram.uniforms.u_divergence_txr, divergence.attach(0));
    for (let i = 0; i < params.PRESSURE_ITERATIONS; i++) {
        gl.uniform1i(pressureProgram.uniforms.u_pressure_txr, pressure.read().attach(1));
        blit(pressure.write());
        pressure.swap();
    }

    gl.useProgram(gradientSubtractProgram.program);
    gl.uniform2f(gradientSubtractProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(gradientSubtractProgram.uniforms.u_pressure_txr, pressure.read().attach(0));
    gl.uniform1i(gradientSubtractProgram.uniforms.u_velocity_txr, velocity.read().attach(1));
    blit(velocity.write());
    velocity.swap();

    gl.useProgram(advectionProgram.program);
    gl.uniform2f(advectionProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform2f(advectionProgram.uniforms.u_output_textel, velocity.texelSizeX, velocity.texelSizeY);

    gl.uniform1i(advectionProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    gl.uniform1i(advectionProgram.uniforms.u_input_txr, velocity.read().attach(0));
    gl.uniform1f(advectionProgram.uniforms.u_dt, dt);
    gl.uniform1f(advectionProgram.uniforms.u_dissipation, params.VELOCITY_DISSIPATION);
    blit(velocity.write());
    velocity.swap();

    gl.uniform2f(advectionProgram.uniforms.u_output_textel, outputColor.texelSizeX, outputColor.texelSizeY);
    gl.uniform1i(advectionProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    gl.uniform1i(advectionProgram.uniforms.u_input_txr, outputColor.read().attach(1));
    gl.uniform1f(advectionProgram.uniforms.u_dissipation, params.DENSITY_DISSIPATION);
    blit(outputColor.write());
    outputColor.swap();

    gl.useProgram(displayProgram.program);
    gl.uniform1i(displayProgram.uniforms.u_output_texture, outputColor.read().attach(0));
    blit();

    requestAnimationFrame(render);
}
              
            
!
999px

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