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

Save Automatically?

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

              
                <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

    // 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 for the current pixel
      vec2 coord = gl_FragCoord.xy;
      // 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>

              
            
!

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
  let width, height, app, background

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

  // 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)
  }

  // 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
    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)
    // Assign the filter to the background Sprite
    background.filters = [backgroundFilter]
    // Add the background to the stage
    app.stage.addChild(background)
  }

  // Init everything
  function init () {
    initDimensions()
    initApp()
    initBackground()
  }

  // Init the app
  init()

})()

              
            
!
999px

Console