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HTML

              
                <html lang="en">

<head>

  <meta charset="utf-8">
  <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>

<body>
  <div id="container"></div>

  <script id="vertexShader" type="x-shader/x-vertex">
    uniform float iGlobalTime;
  uniform vec2 iResolution;
  uniform vec4 iMouse;
  uniform float audio1;
  uniform sampler2D iChannel0;
  uniform sampler2D iChannel1;

  varying vec2 vUv; 
  void main() {
    vUv = uv;
    vec4 mvPosition = modelViewMatrix * vec4(position, 1 );
    gl_Position = projectionMatrix * mvPosition;
  }
</script>

  <script id="fragmentShader" type="x-shader/x-fragment">

    uniform float iGlobalTime;
uniform vec2 iResolution;
uniform vec4 iMouse;
uniform float audio1;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;


// inspired by bal-khan, by aiekick and some other cool algos here
//http://www.physics.sfasu.edu/astro/color/blackbody.html
//http://www.vendian.org/mncharity/dir3/blackbody/
//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html

#define I_MAX   3333 
#define E     .001 * audio1
#define t2 iGlobalTime
#define r2 iResolution.xy

#define CAM_PATH 1      
#define CENTERED    
#define ALTERNATE_DE  
#define  NO_MOUSTACHE  
#define VIGNETTE_RENDER 
#define   FWD_SPEED -100. 
float t;
float a; 
vec4  march(vec3 pos, vec3 dir);
vec3  camera(vec2 uv);
vec2  rot(vec2 p, vec2 ang);
void  rotate(inout vec2 v, float angle);



vec3 blackbody(float Temp)
{
  vec3 col = vec3(255.);
    col.x = 56000. * pow(Temp,(-3. / 2.)) + 148. * audio1;
    col.y = 00.04 * log(Temp) - 623.6;
    if (Temp > 6500.) col.y = 720000. * pow(Temp,(-3. / 2.)) + 184.;
    col.z = 94.18 * log(Temp) - 948.6;
    col = clamp(col, 0., 255.)/255.;
    if (Temp < 1600.) col *= Temp/9000.;
    return col ;
}

// -------------blackbody----------------- //

void main()
{
    vec2 f = gl_FragCoord.xy;
    t  = iGlobalTime*1.5;
    vec3  col = vec3(0., 0., 0.) * audio1;
  vec2 R = iResolution.xy,
          uv  = vec2(f-R/2.) / R.y;
  vec3  dir = camera(uv);
    vec3  pos = vec3(0.0, 0.0, 1.0) * audio1;

    #ifndef OUTSIDE
    pos.z = t*FWD_SPEED;
  #endif
    
    vec4  inter = (march(pos, dir));

    //#ifndef COUNTOURED
    col.xyz = blackbody(inter.x*10. * audio1/inter.w);
   // #else
    //float countour = 500.*-inter.x;
    //col.xyz = blackbody( inter.w*1. + countour );
  //#endif
    #ifdef  VIGNETTE_RENDER
    col.xyz += blackbody( ( (3.0-length(uv)*1.5)*inter.x) *18. ) ;
    #endif
    gl_FragColor =  vec4(col,10.0) ;





}    

float de_0(vec3 p)
{
  float mind =  cos(audio1);
  vec3  pr = p  - cos(t*.5) *.135;

  rotate(pr.xy, (a) );

  pr.xy /= .5;
  pr.xyz = fract(pr.xyz);
  pr -= .5;
  
  mind = min(mind, (length(pr.xyz)-.432 - sin(iGlobalTime)*.1 ) );

    
  return (mind);
}

float de_1(vec3 p) // cylinder
{
  float mind = 0.0;
  vec3  pr = p*1.9; 
  vec2  q;
    
  q = vec2(length(pr.yx) - 1., pr.z );
    #ifdef PULSE
    q.y = rot(q.xy, vec2(-1.+sin(t*15.), 0.)).x;
  #else
    q.y = rot(q.xy, vec2(-1., 0.)).x;
    #endif
  mind = length(q) - 18.;

  return mind;
}

// add 2 distances to constraint the de_0 to a cylinder
float de_2(vec3 p)
{
    #ifndef OUTSIDE
    return (de_0(p)-de_1(p)/3.);
    #else
    return (de_0(p)+de_1(p)/3.);
    #endif
}

float scene(vec3 p)
{
    float mind = 1e5;
    a = -(t*.5) + 1.5*cos( 1.8*(p.y*.015+p.x*.015+p.z *.15)  + t);
    #ifdef  CAM_PATH
    vec2  rot = vec2( cos(a+1.57), sin(a+1.57) );
    #else
    vec2  rot = vec2( cos(a*.5), sin(a*.5) );
    #endif
    #ifndef CENTERED
   #ifdef CAM_PATH
      #if CAM_PATH == 0
    p.x += rot.x*2.+sin(t*4.)/2.;
    p.y += rot.y*2.+cos(t*4.)/2.;
      #elif CAM_PATH == 1
      p.x += rot.x*2.+sin(t*2.);
    p.y += rot.y*2.+cos(t*2.);
      #endif
     #else
      p.x += rot.x*4.;
    p.y += rot.y*4.;
   #endif
    #endif
    #ifdef OUTSIDE
    vec2  rot1 = vec2( -.54, .84 );        // cos(1.), sin(1.)
    p.xz *= mat2(rot1.x, rot1.y, -rot1.y, rot1.x);
  #endif
  mind = de_2(p);
  
    return(mind);
}


vec4  march(vec3 pos, vec3 dir)
{
    vec2  dist = vec2(10.0, 10.0);
    vec3  p = vec3(0.0, 0.0, 0.0);
    vec4  s = vec4(0.0, 0.0, 0.0, 0.0);

    for (int i = -1; i < I_MAX; ++i)
    {
      p = pos + dir * dist.y;
        dist.x = scene(p);
        dist.y += dist.x;
        if (dist.x < E || dist.y > 60.)
        {
            s.y = 1.;
            break;
        }
        s.x++;
    }
    s.w = dist.y;
    return (s);
}

// Utilities

void rotate(inout vec2 v, float angle)
{
  v = vec2(cos(angle)*v.x+sin(angle)*v.y,-sin(angle)*v.x+cos(angle)*v.y);
}

vec2  rot(vec2 p, vec2 ang)
{
  float c = tan(ang.x);
    float s = sin(ang.y) * tan(iGlobalTime);
    mat2  m = mat2(c, -s, s, c);
    
    return (p * m);
}

vec3  camera(vec2 uv)
{
    float   fov = 1.;
  vec3    forw  = vec3(0.0, 0.0,-2.5 + sin(iGlobalTime*.1) );
  vec3      right = vec3(1.0, 0.0, 0.0);
  vec3      up    = vec3(0.0, 1.0, 0.0);

    return (normalize((uv.x) * right + (uv.y) * up + fov * forw));
}
</script>
</body>

</html>
              
            
!

CSS

              
                body {
  margin: 0px;
  overflow: hidden;
}

              
            
!

JS

              
                'use strict';
const clock = new THREE.Clock();
let camera, scene, renderer;
let uniforms;
let mouseX = 0,
  mouseY = 0;
let analyser, dataArray;

const init = () => {
	const container = document.getElementById('container');
	camera = new THREE.PerspectiveCamera(19, window.innerWidth / window.innerHeight, 1, 1000000);
	camera.position.z = 1;
	scene = new THREE.Scene();

	uniforms = {
		iGlobalTime: { type: 'f', value: 10.0 },
		audio1: { type: 'f', value: 10.0 },
		iMouse: { type: 'v2', value: new THREE.Vector2() },
		iResolution: { type: 'v2', value: new THREE.Vector2() },
		iChannel0: {
			type: 't',
			value: THREE.ImageUtils.loadTexture('assets/tex1.png')
		}
	};
	//uniforms.iChannel0.value.wrapS = uniforms.iChannel0.value.wrapT = THREE.RepeatWrapping;

	const material = new THREE.ShaderMaterial({
		uniforms,
		vertexShader: document.getElementById('vertexShader').textContent,
		fragmentShader: document.getElementById('fragmentShader').textContent
	});

	const geometry = new THREE.PlaneGeometry(10, 10);
	const mesh = new THREE.Mesh(geometry, material);
	mesh.scale.x = window.innerWidth;
	mesh.scale.y = window.innerHeight;

	scene.add(mesh);

	renderer = new THREE.WebGLRenderer();
	container.appendChild(renderer.domElement);
	uniforms.iResolution.value.x = window.innerWidth;
	uniforms.iResolution.value.y = window.innerHeight;
	renderer.setSize(window.innerWidth, window.innerHeight);
};

const render = () => {
	uniforms.iGlobalTime.value += clock.getDelta() * 0.1;
	if (uniforms.iGlobalTime.value >= 100.0) {
		uniforms.iGlobalTime.value = 0.0;
	}
	uniforms.iMouse.value.y = mouseY;
	uniforms.iMouse.value.x = mouseX;

	if (dataArray) {
		analyser.getByteTimeDomainData(dataArray);
		var v = dataArray[0] / 128.0;
		//console.log(v);
		uniforms.audio1.value = v;
	} else {
		uniforms.audio1.value = 1.45;
	}

	renderer.render(scene, camera);
};

const animate = () => {
	requestAnimationFrame(animate);
	render();
};

const onWindowResize = () => {
	// (windowHalfX = window.innerWidth / 2),
	// 	(windowHalfY = window.innerHeight / 2),
	// 	(camera.aspect = window.innerWidth / window.innerHeight);
	camera.updateProjectionMatrix();

	renderer.setSize(window.innerWidth, window.innerHeight);

	uniforms.iResolution.value.x = window.innerWidth;
	uniforms.iResolution.value.y = window.innerHeight;
};

window.addEventListener('load', () => {
	init();
	animate();
});
window.addEventListener('resize', onWindowResize, false);

              
            
!
999px

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