Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div class="page">
    WebGL Ghost Cursor
</div>

<canvas id="ghost"></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 float u_size;
    uniform vec2 u_pointer;
    uniform float u_smile;
    uniform vec2 u_target_pointer;
    uniform vec3 u_main_color;
    uniform vec3 u_border_color;
    uniform float u_flat_color;
    uniform sampler2D u_texture;

    #define TWO_PI 6.28318530718
    #define PI 3.14159265358979323846

    vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
    vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
    vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
    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 = mod289(i);
        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);
    }
    vec2 rotate(vec2 v, float angle) {
        float r_sin = sin(angle);
        float r_cos = cos(angle);
        return vec2(v.x * r_cos - v.y * r_sin, v.x * r_sin + v.y * r_cos);
    }

    float eyes(vec2 uv) {
        uv.y -= .5;
        uv.x *= 1.;
        uv.y *= .8;
        uv.x = abs(uv.x);
        uv.y += u_smile * .3 * pow(uv.x, 1.3);
        uv.x -= (.6 + .2 * u_smile);

        float d = clamp(length(uv), 0., 1.);
        return 1. - pow(d, .08);
    }

    float mouth(vec2 uv) {
        uv.y += 1.5;

        uv.x *= (.5 + .5 * abs(1. - u_smile));
        uv.y *= (3. - 2. * abs(1. - u_smile));
        uv.y -= u_smile * 4. * pow(uv.x, 2.);

        float d = clamp(length(uv), 0., 1.);
        return 1. - pow(d, .07);
    }

    float face(vec2 uv, float rotation) {
        uv = rotate(uv, rotation);
        uv /= (.27 * u_size);

        float eyes_shape = 10. * eyes(uv);
        float mouth_shape = 20. * mouth(uv);

        float col = 0.;
        col = mix(col, 1., eyes_shape);
        col = mix(col, 1., mouth_shape);

        return col;
    }

    void main() {

        vec2 point = u_pointer;
        point.x *= u_ratio;

        vec2 uv = vUv;
        uv.x *= u_ratio;
        uv -= point;

        float texture = texture2D(u_texture, vec2(vUv.x, 1. - vUv.y)).r;
        float shape = texture;

        float noise = snoise(uv * vec2(.7 / u_size, .6 / u_size) + vec2(0., .0015 * u_time));
        noise += 1.2;
        noise *= 2.1;
        noise += smoothstep(-.8, -.2, (uv.y) / u_size);

        float face = face(uv, 5. * (u_target_pointer.x - u_pointer.x));
        shape -= face;

        shape *= noise;

        vec3 border = (1. - u_border_color);
        border.g += .2 * sin(.005 * u_time);
        border *= .5;

        vec3 color = u_main_color;
        color -= (1. - u_flat_color) * border * smoothstep(.0, .01, shape);

        shape = u_flat_color * smoothstep(.8, 1., shape) + (1. - u_flat_color) * shape;
        color *= shape;

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

              
            
!

CSS

              
                body, html {
    margin: 0;
    padding: 0;
    overflow: hidden;
    background-color: #2C3E50;
}

canvas#ghost {
    position: fixed;
    top: 0;
    left: 0;
    display: block;
    width: 100%;
    z-index: 10000;
    pointer-events: none;
}

.page {
    min-height: 100vh;
    display: flex;
    align-items: center;
    justify-content: center;
    color: white;
    text-align: center;
    font-size: 4vw;
    text-shadow: 0 0 5px #000000;
}

.lil-gui {
    --width: 300px;
    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;
    z-index: 1;
}
              
            
!

JS

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

const canvasEl = document.querySelector("#ghost");

const mouseThreshold = .1;
const devicePixelRatio = Math.min(window.devicePixelRatio, 2);

const mouse = {
    x: .25 * window.innerWidth,
    y: .8 * window.innerHeight,
    tX: .25 * window.innerWidth,
    tY: .8 * window.innerHeight,
    moving: false,
    controlsPadding: 0
}

const params = {
    size: .1,
    tail: {
        dotsNumber: 25,
        spring: 1.4,
        friction: .3,
        gravity: 0,
    },
    smile: 1,
    mainColor: [.98, .96, .96],
    borderColor: [.2, .5, .7],
    isFlatColor: false,
};


const textureEl = document.createElement("canvas");
const textureCtx = textureEl.getContext("2d");
const pointerTrail = new Array(params.tail.dotsNumber);
let dotSize = (i) => params.size * window.innerHeight * (1. - .2 * Math.pow(3. * i / params.tail.dotsNumber - 1., 2.));
for (let i = 0; i < params.tail.dotsNumber; i++) {
    pointerTrail[i] = {
        x: mouse.x,
        y: mouse.y,
        vx: 0,
        vy: 0,
        opacity: .04 + .3 * Math.pow(1 - i / params.tail.dotsNumber, 4),
        bordered: .6 * Math.pow(1 - i / pointerTrail.length, 1),
        r: dotSize(i)
    }
}


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

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

window.addEventListener("mousemove", 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);
});

let movingTimer = setTimeout(() => mouse.moving = false, 300);

function updateMousePosition(eX, eY) {
    mouse.moving = true;
    if (mouse.controlsPadding < 0) {
        mouse.moving = false;
    }
    clearTimeout(movingTimer);
    movingTimer = setTimeout(() => {
        mouse.moving = false;
    }, 300);

    mouse.tX = eX;

    const size = params.size * window.innerHeight;
    eY -= .6 * size;
    mouse.tY = eY > size ? eY : size;
    mouse.tY -= mouse.controlsPadding;
}


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);

    const canvasTexture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, canvasTexture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    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, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureEl);
    gl.uniform1i(uniforms.u_texture, 0);

    gl.uniform1f(uniforms.u_size, params.size);
    gl.uniform3f(uniforms.u_main_color, params.mainColor[0], params.mainColor[1], params.mainColor[2]);
    gl.uniform3f(uniforms.u_border_color, params.borderColor[0], params.borderColor[1], params.borderColor[2]);

    return gl;
}

function updateTexture() {
    textureCtx.fillStyle = 'black';
    textureCtx.fillRect(0, 0, textureEl.width, textureEl.height);

    pointerTrail.forEach((p, pIdx) => {
        if (pIdx === 0) {
            p.x = mouse.x;
            p.y = mouse.y;
        } else {
            p.vx += (pointerTrail[pIdx - 1].x - p.x) * params.tail.spring;
            p.vx *= params.tail.friction;

            p.vy += (pointerTrail[pIdx - 1].y - p.y) * params.tail.spring;
            p.vy *= params.tail.friction;
            p.vy += params.tail.gravity;

            p.x += p.vx;
            p.y += p.vy;
        }

        const grd = textureCtx.createRadialGradient(p.x, p.y, p.r * p.bordered, p.x, p.y, p.r);
        grd.addColorStop(0, 'rgba(255, 255, 255, ' + p.opacity + ')');
        grd.addColorStop(1, 'rgba(255, 255, 255, 0)');

        textureCtx.beginPath();
        textureCtx.fillStyle = grd;
        textureCtx.arc(p.x, p.y, p.r, 0, Math.PI * 2);
        textureCtx.fill();
    });
}


function render() {
    const currentTime = 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);

    if (mouse.moving) {
        params.smile -= .05;
        params.smile = Math.max(params.smile, -.1);
        params.tail.gravity -= 10 * params.size;
        params.tail.gravity = Math.max(params.tail.gravity, 0);
    } else {
        params.smile += .01;
        params.smile = Math.min(params.smile, 1);
        if (params.tail.gravity > 25 * params.size) {
            params.tail.gravity = (25 + 5 * (1 + Math.sin(.002 * currentTime))) * params.size;
        } else {
            params.tail.gravity += params.size;
        }
    }

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

    gl.uniform1f(uniforms.u_smile, params.smile);
    gl.uniform2f(uniforms.u_pointer, mouse.x / window.innerWidth, 1. - mouse.y / window.innerHeight);
    gl.uniform2f(uniforms.u_target_pointer, mouse.tX / window.innerWidth, 1. - mouse.tY / window.innerHeight);

    updateTexture();

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureEl);
    requestAnimationFrame(render);
}

function resizeCanvas() {
    canvasEl.width = window.innerWidth * devicePixelRatio;
    canvasEl.height = window.innerHeight * devicePixelRatio;
    textureEl.width = window.innerWidth;
    textureEl.height = window.innerHeight;
    gl.viewport(0, 0, canvasEl.width, canvasEl.height);
    gl.uniform1f(uniforms.u_ratio, canvasEl.width / canvasEl.height);
    for (let i = 0; i < params.tail.dotsNumber; i++) {
        pointerTrail[i].r = dotSize(i);
    }
}

function createControls() {
    const gui = new GUI();
	 gui.close();
    gui.add(params, "size", .02, .3, .01)
        .onChange(v => {
            for (let i = 0; i < params.tail.dotsNumber; i++) {
                pointerTrail[i].r = dotSize(i);
            }
            gl.uniform1f(uniforms.u_size, params.size);
        });
    gui.addColor(params, "mainColor").onChange(v => {
        gl.uniform3f(uniforms.u_main_color, v[0], v[1], v[2]);
    });
    const borderColorControl = gui.addColor(params, "borderColor").onChange(v => {
        gl.uniform3f(uniforms.u_border_color, v[0], v[1], v[2]);
    });
    gui.add(params, "isFlatColor")
        .onFinishChange(v => {
            borderColorControl.disable(v);
            gl.uniform1f(uniforms.u_flat_color, v ? 1 : 0);
        });

    const controlsEl = document.querySelector(".lil-gui");
    controlsEl.addEventListener("mouseenter", () => {
        mouse.controlsPadding = -controlsEl.getBoundingClientRect().height;
    });
    controlsEl.addEventListener("mouseleave", () => {
        mouse.controlsPadding = 0;
    });
}
              
            
!
999px

Console