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HTML

              
                <div class="content">
    <div class="section">
        <div>
            Neural Noise
        </div>
    </div>
    <div class="section">
        <div>
            GLSL shader based on <a href="https://x.com/zozuar/" target="_blank">@zozuar</a> <a href="https://x.com/zozuar/status/1625182758745128981/" target="_blank">artwork</a>
        </div>
    </div>
    <div class="section">
        <div>
            <a href="https://linkedin.com/in/ksenia-kondrashova/" target="_blank">linkedIn</a>
			  <a href="https://codepen.io/ksenia-k" target="_blank">codepen</a>
			  <a href="https://x.com/uuuuuulala" target="_top">X (twitter)</a>
        </div>
    </div>
</div>

<canvas id="neuro"></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_time;
    uniform float u_ratio;
    uniform vec2 u_pointer_position;
    uniform float u_scroll_progress;

    vec2 rotate(vec2 uv, float th) {
        return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;
    }

    float neuro_shape(vec2 uv, float t, float p) {
        vec2 sine_acc = vec2(0.);
        vec2 res = vec2(0.);
        float scale = 8.;

        for (int j = 0; j < 15; j++) {
            uv = rotate(uv, 1.);
            sine_acc = rotate(sine_acc, 1.);
            vec2 layer = uv * scale + float(j) + sine_acc - t;
            sine_acc += sin(layer);
            res += (.5 + .5 * cos(layer)) / scale;
            scale *= (1.2 - .07 * p);
        }
        return res.x + res.y;
    }

    void main() {
        vec2 uv = .5 * vUv;
        uv.x *= u_ratio;

        vec2 pointer = vUv - u_pointer_position;
        pointer.x *= u_ratio;
        float p = clamp(length(pointer), 0., 1.);
        p = .5 * pow(1. - p, 2.);

        float t = .001 * u_time;
        vec3 color = vec3(0.);

        float noise = neuro_shape(uv, t, p);

        noise = 1.2 * pow(noise, 3.);
        noise += pow(noise, 10.);
        noise = max(.0, noise - .5);
        noise *= (1. - length(vUv - .5));

        color = normalize(vec3(.2, .5 + .4 * cos(3. * u_scroll_progress), .5 + .5 * sin(3. * u_scroll_progress)));

        color = color * noise;

        gl_FragColor = vec4(color, noise);
    }
</script>
              
            
!

CSS

              
                body, html {
    margin: 0;
    padding: 0;
    background-color: #151912;
	 overflow-x: hidden;
}

.content {
    width: 100vw;
    font-family: 'Times New Roman', serif;
}

.section {
    width: 100%;
    height: 100vh;
    display: flex;
    justify-content: center;
    align-items: center;
    color: #FFF6F7;
    text-align: center;
}

.section > div {
    width: 90%;
}

.section:nth-child(1) {
    font-size: 20vh;
}

@media (max-width: 600px) {
    .section:nth-child(1) {
        font-size: 25vw;
    }
}

@media (max-width: 350px) {
    .section:nth-child(1) {
        font-size: 30px;
    }
}

.section:nth-child(2) {
    font-size: 10vh;
}

.section:nth-child(3) {
    font-size: 8vh;
}

.section:nth-child(2) > div {
    max-width: 800px
}

.section:nth-child(3) > div {
    max-width: 900px
}

@media (max-width: 750px) {
    .section:nth-child(2),
    .section:nth-child(3) {
        font-size: 9vw;
    }
}

.section:nth-child(3) a {
    padding: 0 .3em;
}

canvas#neuro {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    pointer-events: none;
    opacity: .95;
}

a {
    display: inline-block;
    text-decoration: none;
    color: inherit;
    font-weight: inherit;
    font-style: inherit;
}

a:hover {
    font-weight: inherit;
    text-decoration: none;
    color: rgb(160, 160, 255);
}

a:active {
    color: rgb(160, 255, 255);
}

body, html {
    margin: 0;
    padding: 0;
    background-color: #151912;
}

.content {
    width: 100vw;
    font-family: 'Times New Roman', serif;
}

.section {
    width: 100%;
    height: 100vh;
    display: flex;
    justify-content: center;
    align-items: center;
    color: #FFF6F7;
    text-align: center;
}

.section > div {
    width: 90%;
}

.section:nth-child(1) {
    font-size: 20vh;
}

@media (max-width: 600px) {
    .section:nth-child(1) {
        font-size: 25vw;
    }
}

@media (max-width: 350px) {
    .section:nth-child(1) {
        font-size: 30px;
    }
}

.section:nth-child(2) {
    font-size: 10vh;
}

.section:nth-child(3) {
    font-size: 8vh;
}

.section:nth-child(2) > div {
    max-width: 800px
}

.section:nth-child(3) > div {
    max-width: 900px
}

@media (max-width: 750px) {
    .section:nth-child(2),
    .section:nth-child(3) {
        font-size: 9vw;
    }
}

.section:nth-child(3) a {
    padding: 0 .3em;
}

canvas#neuro {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    pointer-events: none;
    opacity: .95;
}

a {
    display: inline-block;
    text-decoration: none;
    color: inherit;
    font-weight: inherit;
    font-style: inherit;
}

a:hover {
    font-weight: inherit;
    text-decoration: none;
    color: rgb(160, 160, 255);
}

a:active {
    color: rgb(160, 255, 255);
}
              
            
!

JS

              
                const containerEl = document.querySelector(".container");
const canvasEl = document.querySelector("canvas#neuro");
const devicePixelRatio = Math.min(window.devicePixelRatio, 2);


const pointer = {
    x: 0,
    y: 0,
    tX: 0,
    tY: 0,
};


let uniforms;
const gl = initShader();

setupEvents();

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

render();

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);

    return gl;
}

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

    pointer.x += (pointer.tX - pointer.x) * .5;
    pointer.y += (pointer.tY - pointer.y) * .5;

    gl.uniform1f(uniforms.u_time, currentTime);
    gl.uniform2f(uniforms.u_pointer_position, pointer.x / window.innerWidth, 1 - pointer.y / window.innerHeight);
    gl.uniform1f(uniforms.u_scroll_progress, window["pageYOffset"] / (2 * window.innerHeight));

    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    requestAnimationFrame(render);
}

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

function setupEvents() {
    window.addEventListener("pointermove", e => {
        updateMousePosition(e.clientX, e.clientY);
    });
    window.addEventListener("touchmove", e => {
        updateMousePosition(e.targetTouches[0].clientX, e.targetTouches[0].clientY);
    });
    window.addEventListener("click", e => {
        updateMousePosition(e.clientX, e.clientY);
    });

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

              
            
!
999px

Console