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HTML

              
                    
    <div id="page-404">
      <div id="title">
        <h2>Page not found</h2>
      </div>
      
      <div id="back-to-home">
        <a href="">Back to home</a>
      </div>
      
        <div id="canvas"></div>
    </div>

		<script id="particle-image-vs" type="x-shader/x-vertex">
			uniform float uDuration;
			uniform float uElapsedTime;
			uniform float uSize;
			uniform float uNoise;
			uniform vec2 uMousePosition;
			uniform float uMouseRadius;
			uniform float uMouseStrength;

			// useless ?
		  varying float pointDisplacement;
			varying vec3 vColor;

			// we do also have access to attributes defined in buffer geometry : minPosition, maxPosition, color (vec3)
			attribute vec3 minPosition;
			attribute vec3 maxPosition;
			attribute vec3 color;
			attribute vec2 noiseValue;

			float exponentialInOut( float k ){
			    // https://github.com/tweenjs/tween.js/blob/master/src/Tween.js
			    if( k <= 0.0 ){
			        return 0.0;
			    }
			    else if( k >= 1.0 ){
			        return 1.0;
			    }
			    else if( ( k *= 2.0 ) < 1.0 ){
			        return 0.5 * pow( 1024.0, k - 1.0 );
			    }
			    return 0.5 * ( - pow( 2.0, - 10.0 * ( k - 1.0 ) ) + 2.0 );
			}

      void main() {
			  	vColor = color;

				// EXPLOSION/IMPLOSION
				// calculate time value (also vary duration of each particle)
    			float t = clamp(uElapsedTime / uDuration, 0.0, 1.0);

				// calculate progress
    			float progress = exponentialInOut( t );

				// calculate new position (simple linear interpolation)
				vec3 delta = minPosition - maxPosition;
				vec3 explosingPosition = position + delta * progress;


				// ADD MOUSE INTERACTION
				vec3 interactionPosition = explosingPosition;


				float distanceToCenter = clamp(distance(vec2(interactionPosition.x, interactionPosition.y), uMousePosition) / uMouseRadius, 0.0, 1.0);
          
          float distanceToPoint = distance(vec2(interactionPosition.x, interactionPosition.y), uMousePosition);

				// ATTRACTION
				//vec3 vectorToPoint = normalize(vec3(uMousePosition, 0.0) - interactionPosition);

				// REPULSION
				vec3 vectorToPoint = normalize(interactionPosition - vec3(uMousePosition, 0.0));


					vectorToPoint.x = vectorToPoint.x / (pow(distanceToCenter, uMouseStrength));
          
					vectorToPoint.y = vectorToPoint.y / (pow(distanceToCenter, uMouseStrength));
        
          pointDisplacement = (abs(vectorToPoint.x) + abs(vectorToPoint.y)) / 2.0;

				float xAnim = interactionPosition.x + vectorToPoint.x * uMouseRadius * distanceToCenter;

				float yAnim = interactionPosition.y + vectorToPoint.y * uMouseRadius * distanceToCenter;

				interactionPosition = vec3(xAnim, yAnim, interactionPosition.z);




				// ADD NOISE
				vec3 noisePosition = interactionPosition;

        float noiseX = interactionPosition.x + cos(noiseValue.x * (uElapsedTime / 100.0)) * progress * uNoise * min((uMouseRadius / 4.0) / distanceToPoint, 1.0);
        float noiseY = interactionPosition.y + cos(noiseValue.y * (uElapsedTime / 100.0)) * progress * uNoise * min((uMouseRadius / 4.0) / distanceToPoint, 1.0);
          
        noisePosition = vec3(noiseX, noiseY, interactionPosition.z);


				vec4 mvPosition = modelViewMatrix * vec4( noisePosition, 1.0 );

				gl_PointSize = uSize;

		    gl_Position = projectionMatrix * mvPosition;
		    }
		</script>

		<script id="particle-image-fs" type="x-shader/x-fragment">
			//uniform vec3 uColor;

			// useless ?
		    varying float pointDisplacement;
		  	varying vec3 vColor;
      
       uniform float uMouseRadius;

		    void main() {
		        vec4 finalColor = vec4(vColor + min(pointDisplacement / 15.0, 0.3), 1.0);
          
            //vec4 finalColor = vec4(vColor, 1.0);

		        gl_FragColor = finalColor;
		    }
		</script>

              
            
!

CSS

              
                @media screen {
  html, body {
    min-height: 100%;
  }

  body {
    margin: 0;
    font-size: 16px;
    font-family: serif;
    line-height: 1.4;
  }

  #page-404 {
    width: 100%;
    height: 100vh;
    position: relative;
    z-index: 10;
    font-family: "Anton", Verdana, sans-serif;
    overflow: hidden;
    
    /* Permalink - use to edit and share this gradient: http://colorzilla.com/gradient-editor/#ffffff+0,eeeeee+100 */
background: #ffffff; /* Old browsers */
background: -moz-radial-gradient(center, ellipse cover, #ffffff 0%, #eeeeee 100%); /* FF3.6-15 */
background: -webkit-radial-gradient(center, ellipse cover, #ffffff 0%,#eeeeee 100%); /* Chrome10-25,Safari5.1-6 */
background: radial-gradient(ellipse at center, #ffffff 0%,#eeeeee 100%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#ffffff', endColorstr='#eeeeee',GradientType=1 ); /* IE6-9 fallback on horizontal gradient */
  }
  
  #page-404 #title {
    position: absolute;
    top: 0;
    right: 0;
    bottom: 0;
    left: 0;
    z-index: 15;
    opacity: 0;
    transform: scale(1.25, 1.25);
    transition: opacity 1.25s 1.5s ease-in-out, transform 2.5s 0.5s ease-in-out;
  }
  
    .renderer-ready #page-404 #title {
    opacity: 1;
    transform: scale(1, 1);
  }

  #page-404 h2 {
    line-height: 100vh;
    margin: 0;
    text-align: center;
    font-size: 10vh;
    position: absolute;
    top: 0;
    right: 0;
    bottom: 0;
    left: 0;
    text-transform: uppercase;
    pointer-events: none;
    margin: 0;
    font-weight: normal;
    color: #333;
  }
  
  #back-to-home {
    position: absolute;
    right: 0;
    bottom: 2em;
    left: 0;
    z-index: 15;
    text-align: center;
    
    opacity: 0;
    transition: opacity 1.25s 2s ease-in-out;
  }
  
  .renderer-ready #back-to-home {
    opacity: 1;
  }
  
  #back-to-home a {
    display: inline-block;
    padding: 0.35em 0.75em;
    border: 1px solid #333;
    text-decoration: none;
    text-transform: uppercase;
    color: #333;
    
    transition: color 0.4s ease-in-out, background 0.4s ease-in-out, border-color 0.4s ease-in-out;
  }
  
  #back-to-home a:hover {
    color: white;
    border-color: #7f793f;
    /* Permalink - use to edit and share this gradient: http://colorzilla.com/gradient-editor/#7f793f+0,a8a059+50,7f793f+100 */
background: #7f793f; /* Old browsers */
background: -moz-linear-gradient(45deg, #7f793f 0%, #a8a059 50%, #7f793f 100%); /* FF3.6-15 */
background: -webkit-linear-gradient(45deg, #7f793f 0%,#a8a059 50%,#7f793f 100%); /* Chrome10-25,Safari5.1-6 */
background: linear-gradient(45deg, #7f793f 0%,#a8a059 50%,#7f793f 100%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#7f793f', endColorstr='#7f793f',GradientType=1 ); /* IE6-9 fallback on horizontal gradient */
  }

  #canvas {
    top: 0;
    bottom: 0;
    width: 100vw;

    position: fixed;
    z-index: 10;
  }
} 

@media screen and (orientation: portrait) {
  #page-404 h2 {
    font-size: 2vw;
  }
}
              
            
!

JS

              
                // inner variables
var home, canvas, title;
var camera, scene, renderer;
var mouse;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

var raycaster;

var clock;

var orbit;
var particles = {};
var imageParticlesSystem;
var planeHelperObject = new Array();

var particleCanvas;

var guiParams;


const cameraNearPlane = 0.1;
const cameraFarPlane = 1000;

window.onload = initparticleImage;

function initparticleImage() {

    // creating canvas and context objects
    canvas = document.getElementById('canvas');
    home = document.getElementById('home');

    // preparing scene
    scene = new THREE.Scene();

    // preparing camera
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, cameraNearPlane, cameraFarPlane);
    camera.lookAt(new THREE.Vector3(0, 0, 0));
    camera.position.set(0, 0, 700);
    scene.add(camera);

    mouse = new THREE.Vector2();

    // preparing canvas to get image data
    var coordinateCanvas = document.createElement( 'canvas' );
    var ctx = coordinateCanvas.getContext("2d");

    particleCanvas = {};
  
    particleCanvas.width = 1500;
    particleCanvas.height = 600;
  
    coordinateCanvas.width = particleCanvas.width;
    coordinateCanvas.height = particleCanvas.height;
  
    // translate context to center of canvas
    ctx.translate(0, particleCanvas.height);

    // flip context vertically
    ctx.scale(1, -1);
    
    // write on canvas
    ctx.font = "250pt Times New Roman";
    ctx.textAlign = "center";
    ctx.textBaseline = "middle";
    ctx.fillStyle = "#ffffff";
    ctx.fillText("404", coordinateCanvas.width / 2, coordinateCanvas.height / 2);
  
    
    // get image data
    var data = ctx.getImageData(0, 0, coordinateCanvas.width, coordinateCanvas.height);
    ctx.clearRect(0, 0, coordinateCanvas.width, coordinateCanvas.height);

    // fill our particles coordinate array
    particles.initPositions = new Array();
    particles.minPositions = new Array();
    particles.maxPositions = new Array();
    particles.noiseValues = new Array();
    particles.colors = new Array();

    for (var y = 0, y2 = data.height; y < y2; y++) {
        for (var x = 0, x2 = data.width; x < x2; x++) {
            // if we got a white pixel from our text, create a particle
            if (data.data[(x * 4 + y * 4 * data.width)] > 128) {

                var maxZ = Math.random() * 2000 + (camera.position.z + 10);
                
                // before imploding
                particles.initPositions.push(x);
                particles.initPositions.push(y);
                particles.initPositions.push(maxZ);
                
                // after imploding
                particles.minPositions.push(x);
                particles.minPositions.push(y);
                particles.minPositions.push(0);
                
                // before imploding
                particles.maxPositions.push(x);
                particles.maxPositions.push(y);
                particles.maxPositions.push(maxZ);

                var color = new THREE.Color(0x7f793f);
                particles.colors.push(color.r, color.g, color.b);

                var noiseX = Math.random() * 20 - 10;
                var noiseY = Math.random() * 20 - 10;

                particles.noiseValues.push(noiseX);
                particles.noiseValues.push(noiseY);
            }
        }
    }



    // plane helper for the raycaster
    var planeHelperGeometry = new THREE.PlaneGeometry(10000, 10000);
    var planeHelperMaterial = new THREE.MeshBasicMaterial({
        color: 0x000000,
        transparent: true,
        opacity: 0,
    });

    var planeHelper = new THREE.Mesh(planeHelperGeometry, planeHelperMaterial);
  
    planeHelperObject.push(planeHelper);
    scene.add(planeHelper);

    // preparing our buffer geometry
    var imageParticlesGeometry = new THREE.BufferGeometry();

    imageParticlesGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( particles.initPositions, 3 ) );
    imageParticlesGeometry.addAttribute( 'minPosition', new THREE.Float32BufferAttribute( particles.minPositions, 3 ) );
    imageParticlesGeometry.addAttribute( 'maxPosition', new THREE.Float32BufferAttribute( particles.maxPositions, 3 ) );
    imageParticlesGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( particles.colors, 3 ) );
    imageParticlesGeometry.addAttribute( 'noiseValue', new THREE.Float32BufferAttribute( particles.noiseValues, 2 ) );
    imageParticlesGeometry.addAttribute( 'mouseRepulsion', new THREE.Float32BufferAttribute( particles.mouseRepulsion, 1 ) );
  
    // our uniforms
    var uniforms = {
        uDuration: {
            type: "f",
            value: 180 // 3 seconds
        },
        uElapsedTime: {
            type: "f",
            value: 0
        },
        uSize: {
            type: "f",
            value: 3
        },
        uNoise: {
            type: "f",
            value: 8
        },
        uMousePosition: {
            type: "v2",
            value: new THREE.Vector2()
        },
        uMouseRadius: {
            type: "f",
            value: 100
        },
        uMouseStrength: {
            type: "f",
            value: 0.75
        },
    }

    var imageParticlesMaterial = new THREE.ShaderMaterial({
        uniforms: uniforms,
        vertexShader: document.getElementById('particle-image-vs').textContent,
        fragmentShader: document.getElementById('particle-image-fs').textContent
    });

    // create the particle system
    imageParticlesSystem = new THREE.Points(imageParticlesGeometry, imageParticlesMaterial);

    imageParticlesSystem.position.x = -1 * particleCanvas.width / 2;
    imageParticlesSystem.position.y = -1 * particleCanvas.height / 2;

    // add it to the scene
    scene.add(imageParticlesSystem);


    // preparing new renderer and drawing it
    renderer = new THREE.WebGLRenderer({ alpha:true, antialias: false });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setPixelRatio( window.devicePixelRatio );

    canvas.appendChild(renderer.domElement);
    
    // get the main title HTML element
    title = document.getElementById("title").getElementsByTagName("h2")[0];

    // change positions by mouse
    document.addEventListener('mousemove', onMousemove, false);

    // change canvas size on resize
    window.addEventListener('resize', onResize, false);

    clock = new THREE.Clock();
    clock.start();


    // mouse interaction
    raycaster = new THREE.Raycaster();
    
    // ready to go
    document.body.classList.add("renderer-ready");

    animate();
}


function onMousemove(event) {
    // used in the raycaster
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
    mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
    
    // translate the title
    var titleTranslation = {
      x: -(event.clientX - (window.innerWidth / 2)) / 10,
      y: -(event.clientY - (window.innerHeight / 2)) / 10,
    };
  
    title.style.transform = "translate3d(" + titleTranslation.x + "px, " + titleTranslation.y + "px, 0)";
}

function onResize(event) {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}


function animate() {

    requestAnimationFrame(animate);
  
    var mouseX, mouseY;

    raycaster.setFromCamera( mouse, camera );
    var intersects;
    intersects = raycaster.intersectObjects( planeHelperObject, true );

    if(intersects.length > 0) {

        var intersection = intersects[0];
      mouseX = intersection.point.x + particleCanvas.width / 2;
      mouseY = intersection.point.y + particleCanvas.height / 2;
    }



    // animate here
    if(imageParticlesSystem.material.uniforms) {
        imageParticlesSystem.material.uniforms.uElapsedTime.value++;
      
      imageParticlesSystem.material.uniforms.uMousePosition.value.x = mouseX;
            imageParticlesSystem.material.uniforms.uMousePosition.value.y = mouseY;
    }

    renderer.render(scene, camera);
}

              
            
!
999px

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