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HTML

              
                <canvas id="eyes-pattern"></canvas>


<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, 0.0, 1.0);
    }
</script>


<script type="x-shader/x-fragment" id="fragShader">
	
    precision mediump float;

    varying vec2 vUv;
    uniform float u_scale;
    uniform float u_time;
    uniform float u_speed;
    uniform float u_ratio;
    uniform float u_saturation;
    uniform float u_redness;
    uniform float u_blue_ratio;
    uniform vec2 u_pointer;

    #define TWO_PI 6.28318530718


    // =================================================
    // cell-related helpers
    vec2 hash(vec2 p) {
        p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
        return fract(sin(p)*18.5453);
    }
    // polynomial-based smooth minimum;
    // used for rounded Voronoi shaping
    float smin(float angle, float b, float k) {
        float h = clamp(.5 + .5 * (b - angle) / k, 0., 1.);
        return mix(b, angle, h) - k * h * (1. - h);
    }

    // =================================================
    // eye-related helpers
    float rand(vec2 n) {
        return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
    }
    float noise(vec2 n) {
        const vec2 d = vec2(0.0, 1.0);
        vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
        return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
    }
    float fbm(vec2 n) {
        float total = 0.0, amplitude = .4;
        for (int i = 0; i < 4; i++) {
            total += noise(n) * amplitude;
            n += n;
            amplitude *= 0.6;
        }
        return total;
    }
    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);
    }

    // =================================================
    // vessels-related helpers
    mat2 rotate2D(float r) {
        return mat2(cos(r), sin(r), -sin(r), cos(r));
    }
    float vessels(vec2 uv, float t) {
        float S = 10.;
        vec2 n = vec2(0);
        vec2 N = vec2(0);
        mat2 m = rotate2D(1.);
        for (int j = 0; j < 15; j++) {
            uv *= m;
            n *= m;
            vec2 q = uv * S + float(j) + n + t;
            n += sin(q);
            N += cos(q) / S * (1. + .2);
            S *= 1.2;
        }
        return (N.x + N.y + .2);
    }


    // =================================================

    vec3 eye_pattern(vec2 uv, float tile_time, float pointer_angle, float pointer_distance) {

        // tiles coordinates
        vec2 i_uv = floor(uv);
        vec2 f_uv = fract(uv);

        // outputs
        vec2 randomizer = vec2(0.);
        vec3 distance = vec3(1.);
        float angle = 0.;

        // get Voronoi cell data
        for (int y = -1; y <= 1; y++) {
            for (int x = -1; x <= 1; x++) {
                vec2 tile_offset = vec2(float(x), float(y));
                vec2 blick_tile_offset = tile_offset;
                vec2 o = hash(i_uv + tile_offset);
                tile_offset += (.5 + (.25 + pointer_distance) * sin(tile_time + TWO_PI * o)) - f_uv;
                blick_tile_offset += (.9 - f_uv);

                float dist = dot(tile_offset, tile_offset);
                float old_min_dist = distance.x;

                distance.z = max(distance.x, max(distance.y, min(distance.z, dist)));
                distance.y = max(distance.x, min(distance.y, dist));
                distance.x = min(distance.x, dist);

                if (old_min_dist > distance.x) {
                    angle = atan(tile_offset.x, tile_offset.y);
                    randomizer = o;
                }
            }
        }

        distance = sqrt(distance);
        distance = sqrt(distance);
        float cell_shape = min(smin(distance.z, distance.y, .1) - distance.x, 1.);
        float cell_radius = distance.x;
        float eye_radius = 2. * cell_radius - .5 * cell_shape;

        // at this point, we have
        // -- randomizer (x2)
        // -- angle to use as polar coordinate
        // -- cell_shape - Voronoi cell w/ rounded endges
        // -- cell_radius - exact circle in the mid of cell
        // -- eye_radius - mix of two

        // ============================================================

        float redness_angle = angle * 2. + randomizer.y;
        float eye_ball_redness = vessels(vec2(redness_angle * .2, cell_shape * 2.), .5 * u_time);
        eye_ball_redness *= pow(cell_radius, 1. / u_redness);// more on edges
        eye_ball_redness *= (.5 + .5 * randomizer.y);// less for some cells
        eye_ball_redness *= smoothstep(3., 1.5, angle);// hide the seam
        eye_ball_redness *= smoothstep(-3., -2., angle);// hide the seam
        vec3 eye_ball_color = vec3(1., 1. - eye_ball_redness, 1. - eye_ball_redness);

        // iris color
        float iris_color_1_hue = (1. - u_blue_ratio) * pow(randomizer.x, 3. - 2. * u_blue_ratio) + u_blue_ratio * pow(randomizer.x, 1.3 - u_blue_ratio);
        iris_color_1_hue = mix(.07, .59, iris_color_1_hue);
        vec3 iris_color_1 = hsv2rgb(vec3(iris_color_1_hue, u_saturation, .5 + iris_color_1_hue));
        vec3 iris_color_2 = hsv2rgb(vec3(.67 * randomizer.x - .1 * randomizer.y, .5, .1 + .2 * randomizer.y));

        float outer_color_noise = fbm(vec2(angle * 4., cell_radius));
        vec3 color = iris_color_1;
        color = mix(color, iris_color_2, outer_color_noise);

        vec3 iris_center_color = hsv2rgb(vec3(.2 - .1 * randomizer.y, u_saturation, .5));
        color = mix(iris_center_color, color, smoothstep(.05 + randomizer.y * .25, .45, cell_radius - .2 * pointer_distance));

        float white_incertion_noise = smoothstep(.4, 1., fbm(vec2(8. * angle, 10. * cell_shape)));
        white_incertion_noise *= (.9 + .5 * randomizer.x);
        color = mix(color, vec3(1.), white_incertion_noise);

        float dark_incertion_noise = smoothstep(.5, 1., fbm(vec2(3. * angle, 11. * cell_shape)));
        color = mix(color, vec3(0.), dark_incertion_noise);

        // dark pupil
        float pupil_shape = smoothstep(.35, .45, 1.2 * eye_radius - pointer_distance);
        color = mix(vec3(.0), color, pupil_shape);

        // darkness on the edge of iris
        color *= pow(smoothstep(1., .6, eye_radius), .3);

        // crop the iris
        float outer_shape = smoothstep(.9, 1., eye_radius);
        color = mix(color, eye_ball_color, outer_shape);

        float blick = smoothstep(1.6, .2, eye_radius + .1 * randomizer.y * sin(3. * u_time * randomizer.x));
        blick *= smoothstep(.5 - pointer_distance, .7, eye_radius - .2 * randomizer.y);
        blick *= (1. - sin(angle + pointer_angle));
        blick = step(1., blick);
        blick *= step(.5, fbm(2. * uv + vec2(0., .5 * u_time)));

        // dark cell border
        color -= .1 * pow(1. - cell_shape, 6.);
        color -= .4 * pow(1. - cell_shape, 100.);

        float round_shadow = -sin(angle + pointer_angle);
        round_shadow *= smoothstep(.4, .5, cell_radius);
        round_shadow = .13 * mix(0., round_shadow, 1. - smoothstep(.1, .2, pointer_distance));
        color += round_shadow;

        color = mix(color, vec3(1.), blick);

        return color;
    }


    void main() {
        vec2 uv = vUv;
        uv.x *= u_ratio;

        vec2 _uv = (vUv - .5) / u_scale + .5;
        _uv.x *= u_ratio;

        float tile_floating_speed = u_speed * u_time;

        vec2 point = u_pointer;
        point.x *= u_ratio;
        point -= uv;
        float pointer_angle = atan(point.y, point.x);
        float pointer_distance = pow(1. - .5 * length(point), 2.);
        pointer_distance *= .2;

        vec3 color = eye_pattern(_uv, tile_floating_speed, pointer_angle, pointer_distance);

        gl_FragColor = vec4(color, 1.);
    }

</script>
              
            
!

CSS

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

canvas#eyes-pattern {
    display: block;
    width: 100%;
}

.lil-gui {
    --width: 450px;
    max-width: 90%;
    --widget-height: 20px;
    font-size: 15px;
    --input-font-size: 15px;
    --padding: 10px;
    --spacing: 10px;
    --slider-knob-width: 5px;
    --background-color: rgba(5, 0, 15, .8);
    --widget-color: rgba(255, 255, 255, .3);
    --focus-color: rgba(255, 255, 255, .4);
    --hover-color: rgba(255, 255, 255, .5);

    --font-family: monospace;
}

              
            
!

JS

              
                import GUI from 'https://cdn.jsdelivr.net/npm/lil-gui@0.18.2/+esm'

const canvasEl = document.querySelector("#eyes-pattern");

const mouseThreshold = .3;
const devicePixelRatio = Math.min(window.devicePixelRatio, 2);

const mouse = {
    x: .5 * window.innerWidth,
    y: .5 * window.innerHeight,
    tX: .5 * window.innerWidth,
    tY: .5 * window.innerHeight,
}

const params = {
    scale: .2,
    speed: .3,
    saturation: .7,
    blueRatio: .5,
    redness: .25
}

let uniforms;
const gl = initShader();
createControls();

render();
window.addEventListener("resize", resizeCanvas);
resizeCanvas();

window.addEventListener("mousemove", e => {
    updateMousePosition(e.pageX, e.pageY);
});
window.addEventListener("touchmove", e => {
    updateMousePosition(e.targetTouches[0].pageX, e.targetTouches[0].pageY);
});
canvasEl.addEventListener("click", e => {
    updateMousePosition(e.pageX, e.pageY);
});

function updateMousePosition(eX, eY) {
    mouse.tX = eX;
    mouse.tY = eY;
}


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);
    uniforms = getUniforms(shaderProgram);

    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;
    }

    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);

    gl.uniform1f(uniforms.u_scale, params.scale);
    gl.uniform1f(uniforms.u_speed, params.speed);
    gl.uniform1f(uniforms.u_saturation, params.saturation);
    gl.uniform1f(uniforms.u_redness, params.redness);
    gl.uniform1f(uniforms.u_blue_ratio, params.blueRatio);

    return gl;
}

function render() {
    const currentTime = .001 * performance.now();

    gl.uniform1f(uniforms.u_time, currentTime);

    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

    mouse.x += (mouse.tX - mouse.x) * mouseThreshold;
    mouse.y += (mouse.tY - mouse.y) * mouseThreshold;

    gl.uniform2f(uniforms.u_pointer, mouse.x / window.innerWidth, 1. - mouse.y / window.innerHeight);
    requestAnimationFrame(render);
}

function resizeCanvas() {
    canvasEl.width = window.innerWidth * devicePixelRatio;
    canvasEl.height = window.innerHeight * devicePixelRatio;
    gl.viewport(0, 0, canvasEl.width, canvasEl.height);
    gl.uniform1f(uniforms.u_ratio, canvasEl.width / canvasEl.height);
}

function createControls() {
    const gui = new GUI();
    gui.add(params, "scale", .05, .6)
        .onChange(v => {
            gl.uniform1f(uniforms.u_scale, v);
        });
    gui.add(params, "blueRatio", 0, 1)
        .onChange(v => {
            gl.uniform1f(uniforms.u_blue_ratio, v);
        });
    gui.add(params, "redness", 0, .5)
        .onChange(v => {
            gl.uniform1f(uniforms.u_redness, v);
        });
}
              
            
!
999px

Console