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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

              
                <canvas class="view"></canvas>

<script id="backgroundFragment" type="x-shader/x-fragment">
// Adapted from: https://www.shadertoy.com/view/MdlGRr

// It is required to set the float precision for fragment shaders in OpenGL ES
// More info here: https://stackoverflow.com/a/28540641/4908989
#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 uPointerDiff;

// This function returns 1 if `coord` correspond to a grid line, 0 otherwise
float isGridLine (vec2 coord) {
  vec2 pixelsPerGrid = vec2(50.0, 50.0);
  vec2 gridCoords = fract(coord / pixelsPerGrid);
  vec2 gridPixelCoords = gridCoords * pixelsPerGrid;
  vec2 gridLine = step(gridPixelCoords, vec2(1.0));
  float isGridLine = max(gridLine.x, gridLine.y);
  return isGridLine;
}

// Main function
void main () {
  // Coordinates minus the `uPointerDiff` value
  vec2 coord = gl_FragCoord.xy - uPointerDiff;
  // Set `color` to black
  vec3 color = vec3(0.0);
  // If it is a grid line, change blue channel to 0.3
  color.b = isGridLine(coord) * 0.3;
  // Assing the final rgba color to `gl_FragColor`
  gl_FragColor = vec4(color, 1.0);
}
</script>

<script id="stageFragment" type="x-shader/x-fragment">
// Adapted from: https://www.shadertoy.com/view/4lSGRw

#ifdef GL_ES
precision mediump float;
#endif

// Uniforms from Javascript
uniform vec2 uResolution;
uniform float uPointerDown;

// The texture is defined by PixiJS
varying vec2 vTextureCoord;
uniform sampler2D uSampler;

// Function used to get the distortion effect
vec2 computeUV (vec2 uv, float k, float kcube) {
  vec2 t = uv - 0.5;
  float r2 = t.x * t.x + t.y * t.y;
  float f = 0.0;
  if (kcube == 0.0) {
    f = 1.0 + r2 * k;
  } else {
    f = 1.0 + r2 * (k + kcube * sqrt(r2));
  }
  vec2 nUv = f * t + 0.5;
  nUv.y = 1.0 - nUv.y;
  return nUv;
}

void main () {
  // Normalized coordinates
  vec2 uv = gl_FragCoord.xy / uResolution.xy;

  // Settings for the effect
  // Multiplied by `uPointerDown`, a value between 0 and 1
  float k = -1.0 * uPointerDown;
  float kcube = 0.5 * uPointerDown;
  float offset = 0.02 * uPointerDown;
  
  // Get each channel's color using the texture provided by PixiJS
  // and the `computeUV` function
  float red = texture2D(uSampler, computeUV(uv, k + offset, kcube)).r;
  float green = texture2D(uSampler, computeUV(uv, k, kcube)).g;
  float blue = texture2D(uSampler, computeUV(uv, k - offset, kcube)).b;
  
  // Assing the final rgba color to `gl_FragColor`
  gl_FragColor = vec4(red, green, blue, 1.0);
}
</script>

              
            
!

CSS

              
                body {
  margin: 0;
  overflow: hidden;
  background-color: black;
}

              
            
!

JS

              
                (function() {

  // Get canvas view
  const view = document.querySelector('.view')
  // Loaded resources will be here
  const resources = PIXI.Loader.shared.resources
  // Target for pointer. If down, value is 1, else value is 0
  let pointerDownTarget = 0
  // Useful variables to keep track of the pointer
  let pointerStart = new PIXI.Point()
  let pointerDiffStart = new PIXI.Point()
  let width, height, app, background, uniforms, diffX, diffY

  // Set dimensions
  function initDimensions () {
    width = window.innerWidth
    height = window.innerHeight
    diffX = 0
    diffY = 0
  }

  // Set initial values for uniforms
  function initUniforms () {
    uniforms = {
      uResolution: new PIXI.Point(width, height),
      uPointerDiff: new PIXI.Point(),
      uPointerDown: pointerDownTarget
    }
  }

  // Init the PixiJS Application
  function initApp () {
    // Create a PixiJS Application, using the view (canvas) provided
    app = new PIXI.Application({ view })
    // Resizes renderer view in CSS pixels to allow for resolutions other than 1
    app.renderer.autoDensity = true
    // Resize the view to match viewport dimensions
    app.renderer.resize(width, height)

    // Set the distortion filter for the entire stage
    const stageFragmentShader = document.getElementById('stageFragment').textContent
    const stageFilter = new PIXI.Filter(undefined, stageFragmentShader, uniforms)
    app.stage.filters = [stageFilter]
  }

  // Init the gridded background
  function initBackground () {
    // Create a new empty Sprite and define its size
    background = new PIXI.Sprite()
    background.width = width
    background.height = height
    // Get the code for the fragment shader from the loaded resources
    const backgroundFragmentShader = document.getElementById('backgroundFragment').textContent
    // Create a new Filter using the fragment shader
    // We don't need a custom vertex shader, so we set it as `undefined`
    const backgroundFilter = new PIXI.Filter(undefined, backgroundFragmentShader, uniforms)
    // Assign the filter to the background Sprite
    background.filters = [backgroundFilter]
    // Add the background to the stage
    app.stage.addChild(background)
  }

  // Start listening events
  function initEvents () {
    // Make stage interactive, so it can listen to events
    app.stage.interactive = true

    // Pointer & touch events are normalized into
    // the `pointer*` events for handling different events
    app.stage
      .on('pointerdown', onPointerDown)
      .on('pointerup', onPointerUp)
      .on('pointerupoutside', onPointerUp)
      .on('pointermove', onPointerMove)
  }

  // On pointer down, save coordinates and set pointerDownTarget
  function onPointerDown (e) {
    const { x, y } = e.data.global
    pointerDownTarget = 1
    pointerStart.set(x, y)
    pointerDiffStart = uniforms.uPointerDiff.clone()
  }

  // On pointer up, set pointerDownTarget
  function onPointerUp () {
    pointerDownTarget = 0
  }

  // On pointer move, calculate coordinates diff
  function onPointerMove (e) {
    const { x, y } = e.data.global
    if (pointerDownTarget) {
      diffX = pointerDiffStart.x + (x - pointerStart.x)
      diffY = pointerDiffStart.y + (y - pointerStart.y)
    }
  }

  // Init everything
  function init () {
    initDimensions()
    initUniforms()
    initApp()
    initBackground()
    initEvents()

    // Animation loop
    // Code here will be executed on every animation frame
    app.ticker.add(() => {
      // Multiply the values by a coefficient to get a smooth animation
      uniforms.uPointerDown += (pointerDownTarget - uniforms.uPointerDown) * 0.075
      uniforms.uPointerDiff.x += (diffX - uniforms.uPointerDiff.x) * 0.2
      uniforms.uPointerDiff.y += (diffY - uniforms.uPointerDiff.y) * 0.2
    })
  }

  // Init the app
  init()

})()

              
            
!
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