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HTML

              
                <canvas id=a></canvas>
<script id=fs2 type=x-shader/x-fragment>
precision mediump float;

uniform float time;
uniform vec2 resolution;
varying vec4 vpos;
varying mat4 vM;

void main() {
	//gl_FragColor = vec4(1.0,1.0,1.0, 1.0);
	vec2 p = (gl_FragCoord.xy / resolution) - vec2(0.5,0.5);
	vec4 P = vM * vpos;
	float l1 = distance(vec4(p,0.0,1.0),P);
	float l2 = distance(vec4(p+vec2(sin(time),cos(time)),0.0,1.0),P);
	gl_FragColor = vec4(0.0,0.0,0.0,1.0)+abs(sin((l1+l2)*1.8))*1.0;
}
</script>
<script id=vs2 type=x-shader/x-vertex>
precision mediump float;

attribute vec4 pos;

uniform mat4 M;
varying vec4 vpos;
varying mat4 vM;
void main() {
	gl_Position=M*pos;
	vpos=pos;
	vM=M;
}
</script>
<script id=fs1 type=x-shader/x-fragment>
precision mediump float;

uniform float time;
uniform vec2 resolution;

void main() {
	vec2 uv = gl_FragCoord.xy / resolution;
	uv.x=(uv.x-0.5)+cos(time/2.0)*1.2;
	uv.y=(uv.y-0.5)+sin(time/2.0)*0.8;
	float l=1.0-sin(time+sin((uv.x+sin(uv.y)*sin(uv.x+time)*0.5)*3.0*uv.y)*uv.y*(3.0));
gl_FragColor = vec4( vec3( l, l, l)*vec3(.2,.1,.3), 1.0 );	
}
</script>
<script id=vs1 type=x-shader/x-vertex>
precision mediump float;
attribute vec4 pos;
uniform mat4 M;
void main(){
	gl_Position=M*pos;
}
</script>
              
            
!

CSS

              
                body{
  background: #fff;
  margin:0;
  overflow: hidden;
}

canvas{
  position: absolute;
  display: block;
  width: 100%;
  height: 100%;
}
              
            
!

JS

              
                w=a.width=innerWidth
h=a.height=innerHeight
g=a.getContext('webgl')||a.getContext('experimental-webgl')
g.enable(g.DEPTH_TEST)

// background	
p1=$prog(g,[vs1,fs1])
bkgBuf=$buf(sq(32))

// foreground
p2=$prog(g,[vs2,fs2])
diceBuf=$buf(qb())
P=perspective(45,w/h,0.1,100)

~function scene(time,m) {
	time/=1e3
	// clear screen
	g.clearColor(1/5,1/5,1/5,1)
	g.clear(g.COLOR_BUFFER_BIT|g.DEPTH_BUFFER_BIT)

	// program 1
	$prog(g,p1)
	$attr("pos")
	$bind("pos",bkgBuf,3)
	$uni("time",time)
	$uniV("resolution",[w,h])
	$uniM("M",mX(P, mT(0,0,-15)))
	g.drawArrays(g.TRIANGLE_STRIP,0,4)
	$attrOff("pos")
	
	// program 2
	$prog(g,p2) 
	$attr("pos")
	$bind("pos", diceBuf,3)
	// set uniforms
	$uni("time",time)
	$uniV("resolution",[w,h])
	// create transformation/rotation matrix
	// mX is matrix multiplication, mT is transformation, mR* is rotatio
	$uniM("M",mX(P,mX(mT(sin(time*2)*3,cos(time*3)*1.5,sin(time)*5-10),
	          mX(mX(mRx(time*0.1),mRy(time*4)),mRz(time*0.6)))))
	g.drawArrays(g.TRIANGLES,0,36)
	$attrOff("pos")

	requestAnimationFrame(scene)
}(0)
              
            
!
999px

Console