cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

Quick-add: + add another resource

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.

Quick-add: + add another resource

Code Indentation


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.


		<!-- div that will hold our WebGL canvas -->
		<div id="canvas"></div>

		<!-- div used to create our plane -->
		<div class="plane">

			<!-- image that will be used as a texture by our plane -->
			<img src="https://www.martin-laxenaire.fr/csstricks/images/second-example-texture.jpg" />

        <script id="plane-vs" type="x-shader/x-vertex">
			#ifdef GL_ES
			precision mediump float;

			// those are the mandatory attributes that the lib sets
			attribute vec3 aVertexPosition;
			attribute vec2 aTextureCoord;

			// those are mandatory uniforms that the lib sets and that contain our model view and projection matrix
			uniform mat4 uMVMatrix;
			uniform mat4 uPMatrix;

			// our time uniform
			uniform float uTime;

			// our mouse position uniform
			uniform vec2 uMousePosition;

			// our mouse strength
			uniform float uMouseStrength;

			// if you want to pass your vertex and texture coords to the fragment shader
			varying vec3 vVertexPosition;
			varying vec2 vTextureCoord;

			void main() {
				vec3 vertexPosition = aVertexPosition;

				// get the distance between our vertex and the mouse position
				float distanceFromMouse = distance(uMousePosition, vec2(vertexPosition.x, vertexPosition.y));

				// this will define how close the ripples will be from each other. The bigger the number, the more ripples you'll get
				float rippleFactor = 6.0;
				// calculate our ripple effect
				float rippleEffect = cos(rippleFactor * (distanceFromMouse - (uTime / 120.0)));

				// calculate our distortion effect
				float distortionEffect = rippleEffect * uMouseStrength;

				// apply it to our vertex position
				vertexPosition +=  distortionEffect / 15.0;

			   	gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);

				// varyings
			   	vTextureCoord = aTextureCoord;
			   	vVertexPosition = vertexPosition;
        <script id="plane-fs" type="x-shader/x-fragment">
			#ifdef GL_ES
			precision mediump float;

			// get our varyings
			varying vec3 vVertexPosition;
			varying vec2 vTextureCoord;

			// our texture sampler (this is the lib default name, but it could be changed)
			uniform sampler2D uSampler0;

			void main() {
				// get our texture coords
				vec2 textureCoords = vTextureCoord;

				// apply our texture
				vec4 finalColor = texture2D(uSampler0, textureCoords);

				// fake shadows based on vertex position along Z axis
				finalColor.rgb -= clamp(-vVertexPosition.z, 0.0, 1.0);
				// fake lights based on vertex position along Z axis
				finalColor.rgb += clamp(vVertexPosition.z, 0.0, 1.0);

				// handling premultiplied alpha (useful if we were using a png with transparency)
				finalColor = vec4(finalColor.rgb * finalColor.a, finalColor.a);

				gl_FragColor = finalColor;

		<script src="https://cdn.rawgit.com/martinlaxenaire/curtainsjs/master/build/curtains.min.js" type="text/javascript"></script>

              body {
  /* make the body fits our viewport */
  position: relative;
  width: 100%;
  height: 100vh;
  margin: 0;
  /* hide scrollbars */
  overflow: hidden;

#canvas {
  /* make the canvas wrapper fits the document */
  position: absolute;
  top: 0;
  right: 0;
  bottom: 0;
  left: 0;

.plane {
  /* define the size of your plane */
  width: 80%;
  max-width: 1400px;
  height: 80vh;
  position: relative;
  top: 10vh;
  margin: 0 auto;

.plane img {
  /* hide the img element */
  display: none;
              // we are using window onload event here but this is not mandatory
window.onload = function() {

  // track the mouse positions to send it to the shaders
  var mousePosition = {
    x: 0,
    y: 0,

  // pass the id of the div that will wrap the canvas to set up our WebGL context and append the canvas to our wrapper
  var webGLCurtain = new Curtains("canvas");

  // get our plane element
  var planeElement = document.getElementsByClassName("plane")[0];

  // set our initial parameters (basic uniforms)
  var params = {
    vertexShaderID: "plane-vs", // our vertex shader ID
    fragmentShaderID: "plane-fs", // our framgent shader ID
    widthSegments: 20,
    heightSegments: 20, // we now have 20*20*6 = 2400 vertices !
    uniforms: {
      time: {
        name: "uTime", // uniform name that will be passed to our shaders
        type: "1f", // this means our uniform is a float
        value: 0,
      mousePosition: { // our mouse position
        name: "uMousePosition",
        type: "2f", // notice this is a length 2 array of floats
        value: [mousePosition.x, mousePosition.y],
      mouseStrength: { // the strength of the effect (we will attenuate it if the mouse stops moving)
        name: "uMouseStrength", // uniform name that will be passed to our shaders
        type: "1f", // this means our uniform is a float
        value: 0,

  // create our plane mesh
  var plane = webGLCurtain.addPlane(planeElement, params);

  // once our plane is ready, we could start listening to mouse/touch events and update its uniforms
  plane.onReady(function() {
    // set a field of view of 35 to exagerate perspective
    // we could have done  it directly in the initial params

    // listen our mouse/touch events on the whole document
    // we will pass the plane as second argument of our function
    // we could be handling multiple planes that way
    document.body.addEventListener("mousemove", function(e) {
      handleMovement(e, plane);

    document.body.addEventListener("touchmove", function(e) {
      handleMovement(e, plane);

  }).onRender(function() {
    // update our time uniform value

    // continually decrease mouse strength
    plane.uniforms.mouseStrength.value = Math.max(0, plane.uniforms.mouseStrength.value - 0.0075);

  // handle the mouse move event
  function handleMovement(e, plane) {

    // touch event
    if(e.targetTouches) {
      mousePosition.x = e.targetTouches[0].clientX;
      mousePosition.y = e.targetTouches[0].clientY;
    // mouse event
    else {
      mousePosition.x = e.clientX;
      mousePosition.y = e.clientY;

    // convert our mouse/touch position to coordinates relative to the vertices of the plane
    var mouseCoords = plane.mouseToPlaneCoords(mousePosition.x, mousePosition.y);
    // update our mouse position uniform
    plane.uniforms.mousePosition.value = [mouseCoords.x, mouseCoords.y];

    // reassign mouse strength
    plane.uniforms.mouseStrength.value = 1;

Loading ..................