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HTML

              
                <div class="buttons">
	<span class="prev">previous</span> ~
	<span class="next">next</span>
</div>
              
            
!

CSS

              
                * {
	margin: 0;
	padding: 0;
}

body {
	overflow: hidden;
}
.buttons {
	position: absolute;
	top: 50%;
	transform: translateY(30vh);
	text-align: center;
	left: 0;
	width: 100%;
	font-size: 24px;
	font-family: Garamond, Baskerville, "Baskerville Old Face", "Hoefler Text",
		"Times New Roman", serif;
	font-size: 24px;
}
span {
	cursor: pointer;
}

              
            
!

JS

              
                const vertex = `
	float PI = 3.1415926535897932384626433;
	vec3 mod289(vec3 x) {
		return x - floor(x * (1.0 / 289.0)) * 289.0;
	}

	vec4 mod289(vec4 x) {
		return x - floor(x * (1.0 / 289.0)) * 289.0;
	}

	vec4 permute(vec4 x) {
			 return mod289(((x*34.0)+1.0)*x);
	}

	vec4 taylorInvSqrt(vec4 r){
		return 1.79284291400159 - 0.85373472095314 * r;
	}

	float snoise(vec3 v) { 
		const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
		const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

		// First corner
		vec3 i  = floor(v + dot(v, C.yyy) );
		vec3 x0 =   v - i + dot(i, C.xxx) ;

		// Other corners
		vec3 g = step(x0.yzx, x0.xyz);
		vec3 l = 1.0 - g;
		vec3 i1 = min( g.xyz, l.zxy );
		vec3 i2 = max( g.xyz, l.zxy );

		//   x0 = x0 - 0.0 + 0.0 * C.xxx;
		//   x1 = x0 - i1  + 1.0 * C.xxx;
		//   x2 = x0 - i2  + 2.0 * C.xxx;
		//   x3 = x0 - 1.0 + 3.0 * C.xxx;
		vec3 x1 = x0 - i1 + C.xxx;
		vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
		vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

		// Permutations
		i = mod289(i); 
		vec4 p = permute( permute( permute( 
							 i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
						 + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
						 + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

		// Gradients: 7x7 points over a square, mapped onto an octahedron.
		// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
		float n_ = 0.142857142857; // 1.0/7.0
		vec3  ns = n_ * D.wyz - D.xzx;

		vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

		vec4 x_ = floor(j * ns.z);
		vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

		vec4 x = x_ *ns.x + ns.yyyy;
		vec4 y = y_ *ns.x + ns.yyyy;
		vec4 h = 1.0 - abs(x) - abs(y);

		vec4 b0 = vec4( x.xy, y.xy );
		vec4 b1 = vec4( x.zw, y.zw );

		//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
		//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
		vec4 s0 = floor(b0)*2.0 + 1.0;
		vec4 s1 = floor(b1)*2.0 + 1.0;
		vec4 sh = -step(h, vec4(0.0));

		vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
		vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

		vec3 p0 = vec3(a0.xy,h.x);
		vec3 p1 = vec3(a0.zw,h.y);
		vec3 p2 = vec3(a1.xy,h.z);
		vec3 p3 = vec3(a1.zw,h.w);

		//Normalise gradients
		vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
		p0 *= norm.x;
		p1 *= norm.y;
		p2 *= norm.z;
		p3 *= norm.w;

		// Mix final noise value
		vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
		m = m * m;
		return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
																	dot(p2,x2), dot(p3,x3) ) );
	}
	uniform vec3 p1v;
	uniform vec3 p1c;
	uniform vec3 p2v;
	uniform vec3 p2c;
	uniform vec3 p3v;
	uniform vec3 p3c;
	uniform vec3 p4v;
	uniform vec3 p4c;
	uniform vec3 p5v;
	uniform vec3 p5c;
	uniform vec3 p6v;
	uniform vec3 p6c;
	uniform vec3 p7v;
	uniform vec3 p7c;
	uniform vec3 p8v;
	uniform vec3 p8c;
	uniform vec3 p9v;
	uniform vec3 p9c;
	uniform vec3 p10v;
	uniform vec3 p10c;
	uniform vec3 p11v;
	uniform vec3 p11c;
	uniform vec3 p12v;
	uniform vec3 p12c;
	uniform vec3 p13v;
	uniform vec3 p13c;
	uniform vec3 p14v;
	uniform vec3 p14c;
	uniform vec3 p15v;
	uniform vec3 p15c;
	uniform vec3 p16v;
	uniform vec3 p16c;
	uniform vec3 p17v;
	uniform vec3 p17c;
	uniform vec3 p18v;
	uniform vec3 p18c;
	uniform vec3 p19v;
	uniform vec3 p19c;
	uniform vec3 p20v;
	uniform vec3 p20c;

	uniform float pointCount;
	uniform float progress;

	uniform float w;
	uniform float h;

	attribute vec3 aCoordinates;
	varying vec2 vCoordinates;
	varying vec3 vMvm;
	varying vec3 vPos;
	varying float delayedProgress;

	void main() {
		// voronoi
		float shortest = max(w,h) + 1.;
		vec3 color = vec3(0.,0.,0.);
		vec3 closest = vec3(0.,0.,0.);
		float d = 0.;
		d = distance(p1v,position); if ( d < shortest) { shortest = d; closest = p1v; color = p1c; }
		d = distance(p2v,position); if ( d < shortest) { shortest = d; closest = p2v; color = p2c; }
		d = distance(p3v,position); if ( d < shortest) { shortest = d; closest = p3v; color = p3c; }
		d = distance(p4v,position); if ( d < shortest) { shortest = d; closest = p4v; color = p4c; }
		d = distance(p5v,position); if ( d < shortest) { shortest = d; closest = p5v; color = p5c; }
		d = distance(p6v,position); if ( d < shortest) { shortest = d; closest = p6v; color = p6c; }
		d = distance(p7v,position); if ( d < shortest) { shortest = d; closest = p7v; color = p7c; }
		d = distance(p8v,position); if ( d < shortest) { shortest = d; closest = p8v; color = p8c; }
		d = distance(p9v,position); if ( d < shortest) { shortest = d; closest = p9v; color = p9c; }
		d = distance(p10v,position); if ( d < shortest) { shortest = d; closest = p10v; color = p10c; }
		d = distance(p11v,position); if ( d < shortest) { shortest = d; closest = p11v; color = p11c; }
		d = distance(p12v,position); if ( d < shortest) { shortest = d; closest = p12v; color = p12c; }
		d = distance(p13v,position); if ( d < shortest) { shortest = d; closest = p13v; color = p13c; }
		d = distance(p14v,position); if ( d < shortest) { shortest = d; closest = p14v; color = p14c; }
		d = distance(p15v,position); if ( d < shortest) { shortest = d; closest = p15v; color = p15c; }
		d = distance(p16v,position); if ( d < shortest) { shortest = d; closest = p16v; color = p16c; }
		d = distance(p17v,position); if ( d < shortest) { shortest = d; closest = p17v; color = p17c; }
		d = distance(p18v,position); if ( d < shortest) { shortest = d; closest = p18v; color = p18c; }
		d = distance(p19v,position); if ( d < shortest) { shortest = d; closest = p19v; color = p19c; }
		d = distance(p20v,position); if ( d < shortest) { shortest = d; closest = p20v; color = p20c; }

		float xPos = ((aCoordinates.x/w)*2.)-1.;
		vCoordinates = aCoordinates.xy;
		vMvm = vec3(xPos, aCoordinates.y/h,0.);
		vPos = position;

		float dir = color.x > .5 ? -1. :1.;

		float progressPerc = progress/100.;
		float lowerBound = color.r *.5;
		float upperBound = 1. - (color.g * .5);
		delayedProgress = smoothstep(lowerBound, upperBound, progressPerc);
		float leverProgress = 1. - abs((delayedProgress -.5)*2.);

		vec3 newPos = position;
		float dst = distance(closest, newPos);

		float a =newPos.y- closest.y;
		float b =newPos.x- closest.x;

		float angle =atan(a , b);
		angle += PI*2. * delayedProgress;

		float x = cos(angle) * dst;
		float y = sin(angle) * dst;

		newPos.x = closest.x + x;
		newPos.z = newPos.z + (closest.z + y)*leverProgress + (500. * leverProgress * dir);

		vec4 mvPosition = modelViewMatrix * vec4(newPos, 1.);
		gl_PointSize = 2000.*(1./-mvPosition.z);
		gl_Position = projectionMatrix * mvPosition;
	}
`;
const fragment = `
	uniform float pointCount;
	uniform float progress;

	uniform float w;
	uniform float h;
	varying vec2 vCoordinates;

	uniform sampler2D currentImg;
	uniform sampler2D nextImg;
	varying vec3 vMvm;
	varying vec3 vPos;
	varying float delayedProgress;

	void main() {
		vec2 imgUv = vec2(vCoordinates.x/w,vCoordinates.y/h);
		vec4 current = texture2D(currentImg,imgUv);
		vec4 next = texture2D(nextImg,imgUv);
		vec4 image = mix(current, next, delayedProgress);

		gl_FragColor = image;
	}
`;
const img1 = "https://assets.codepen.io/5946/stair1.jpg"; // https://unsplash.com/photos/w6OniVDCfn0
const img2 = "https://assets.codepen.io/5946/stair2.jpg"; // https://unsplash.com/photos/cfQEO_1S0Rs
const img3 = "https://assets.codepen.io/5946/stair3.jpg"; // https://unsplash.com/photos/tb4heMa-ZRo

class Sketch {
	constructor() {
		this.imgs = [];
		this.paths = [img1, img2, img3];
		this.camera;
		this.scene;
		this.renderer;
		this.progress = { progress: 0 };
		this.active = 0;
		this.pointCount = 20;
		this.colorsBG = ["#ddf4f0", "#e4e2ee", "#cbdac3"];
		this.colorsText = ["#8a3738", "#840c02", "#444"];

		this.loadImages();
	}
	loadImages() {
		this.paths.forEach(
			function (path) {
				let img = new Image();
				img.onload = () => {
					this.imgs.push(img);
					if (this.imgs.length == this.paths.length) this.imgsReady();
				};
				img.src = path;
			}.bind(this)
		);
	}
	imgsReady() {
		this.init();
	}
	init() {
		this.scene = new THREE.Scene();

		this.addRenderer();
		this.addCamera();
		this.addObjects();
		this.addEvents();

		document.body.appendChild(this.renderer.domElement);

		document.body.style.backgroundColor = this.colorsBG[0];
		document.body.style.color = this.colorsText[0];

		this.animate();
	}
	addObjects() {
		this.geo = new THREE.BufferGeometry();
		this.w = this.imgs[1].naturalWidth;
		this.h = this.imgs[1].naturalHeight;
		this.particleCount = this.w * this.h;
		this.textureLoader = new THREE.TextureLoader();

		this.textures = [
			this.textureLoader.load(img1),
			this.textureLoader.load(img2),
			this.textureLoader.load(img3)
		];

		this.positions = new THREE.BufferAttribute(
			new Float32Array(this.particleCount * 3),
			3
		);
		this.coordinates = new THREE.BufferAttribute(
			new Float32Array(this.particleCount * 3),
			3
		);
		let index = 0;
		for (let i = 0; i < this.w; i++) {
			for (let j = 0; j < this.h; j++) {
				this.positions.setXYZ(index, i - this.w / 2, j - this.h / 2, 0);
				this.coordinates.setXYZ(index, i, j, 0);
				index++;
			}
		}
		this.geo.setAttribute("position", this.positions);
		this.geo.setAttribute("aCoordinates", this.coordinates);
		let points = [];
		let colors = [];

		for (let i = 1; i <= this.pointCount; i++) {
			points.push(
				new THREE.Vector3(
					Math.round(this.w * Math.random()),
					Math.round(this.h * Math.random()),
					0
				)
			);
			colors.push(new THREE.Vector3(Math.random(), Math.random(), Math.random()));
		}

		this.mat = new THREE.ShaderMaterial({
			side: THREE.DoubleSide,
			transparent: true,
			depthTest: false,
			depthWrite: false,
			uniforms: {
				progress: { value: this.progress.progress },
				w: { value: this.w },
				h: { value: this.h },
				pointCount: { value: this.pointCount },
				currentImg: { value: this.textures[this.active % 3] },
				nextImg: { value: this.textures[(this.active + 1) % 3] }
			},
			vertexShader: vertex,
			fragmentShader: fragment
		});
		for (let i = 1; i <= 20; i++) {
			this.mat.uniforms[`p${i}v`] = { value: this.randomVoronoiVector() };
			this.mat.uniforms[`p${i}c`] = { value: this.random3DVector() };
			this.mat.uniforms[`p${i}a`] = { value: this.random3DDirectionalVector() };
		}
		this.mesh = new THREE.Points(this.geo, this.mat);
		this.scene.add(this.mesh);
	}
	moveVoronoiVectors() {
		for (let i = 1; i <= 20; i++) {
			let item = this.mesh.material.uniforms[`p${i}v`].value;
			let acc = this.mesh.material.uniforms[`p${i}a`].value;

			item.x += acc.x;
			item.y += acc.y;

			if (item.x <= -this.w / 2) {
				item.x = -this.w / 2;
				acc.x *= -1;
			}
			if (item.x >= this.w / 2) {
				item.x = this.w / 2;
				acc.x *= -1;
			}
			if (item.y <= -this.h / 2) {
				item.y = -this.h / 2;
				acc.y *= -1;
			}
			if (item.y >= this.h / 2) {
				item.y = this.h / 2;
				acc.y *= -1;
			}
		}
	}
	randomVoronoiVector() {
		return new THREE.Vector3(
			Math.round(this.w * Math.random() - this.w * 0.5),
			Math.round(this.h * Math.random() - this.h * 0.5),
			0
		);
	}
	random3DVector() {
		return new THREE.Vector3(Math.random(), Math.random(), Math.random());
	}
	random3DDirectionalVector() {
		let v = new THREE.Vector3(
			Math.random() * 30 * Math.random() < 0.5 ? 1 : -1,
			Math.random() * 30 * Math.random() < 0.5 ? 1 : -1,
			Math.random()
		);
		return v;
	}
	addRenderer() {
		this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
		this.renderer.setSize(window.innerWidth, window.innerHeight);
		this.renderer.shadowMap.enabled = true;
	}
	addCamera() {
		this.camera = new THREE.PerspectiveCamera(
			45,
			window.innerWidth / window.innerHeight,
			0.1,
			6000
		);
		this.camera.position.x = 0;
		this.camera.position.y = 0;
		this.camera.position.z = 1000;
		this.scene.add(this.camera);
	}
	choose(current, next) {
		current = current % 3;
		next = next % 3;
		this.mesh.material.uniforms.currentImg.value = this.textures[current];
		this.mesh.material.uniforms.nextImg.value = this.textures[next];
		gsap.fromTo(
			this.progress,
			{ progress: 0 },
			{ progress: 100, duration: 2, ease: "power1.inOut" }
		);
		gsap.fromTo(
			"body",
			{
				backgroundColor: this.colorsBG[current],
				color: this.colorsText[current]
			},
			{
				backgroundColor: this.colorsBG[next],
				color: this.colorsText[next],
				duration: 1.5,
				delay: 1,
				ease: "power4.inOut"
			}
		);
	}
	choosePrev() {
		let current = this.active;
		let next;
		if (this.active == 0) this.active = 3;
		this.active--;
		next = this.active;
		this.choose(current, next);
	}
	chooseNext() {
		let current = this.active;
		let next;
		this.active++;
		next = this.active;

		this.choose(current, next);
	}
	addEvents() {
		window.addEventListener("resize", this.onWindowResize.bind(this), false);
	}
	onWindowResize() {
		this.camera.aspect = window.innerWidth / window.innerHeight;
		this.camera.updateProjectionMatrix();
		this.renderer.setSize(window.innerWidth, window.innerHeight);
	}
	render() {
		this.renderer.render(this.scene, this.camera);
	}
	animate() {
		requestAnimationFrame(this.animate.bind(this));
		this.moveVoronoiVectors();
		this.mesh.material.uniforms.progress.value = this.progress.progress;
		this.render();
	}
}

let sketch = new Sketch();

document.querySelector(".prev").addEventListener("click", () => {
	sketch.choosePrev();
});
document.querySelector(".next").addEventListener("click", () => {
	sketch.chooseNext();
});

              
            
!
999px

Console