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

Auto Save

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

              
                <script id="Mosaic_ComputeVelocity" type="x-shader/x-vertex">
        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(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
          m = m * m;
          return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                        dot(p2,x2), dot(p3,x3) ) );
          }

        vec3 snoiseVec3( vec3 x ){

          float s  = snoise(vec3( x ));
          float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
          float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
          vec3 c = vec3( s , s1 , s2 );
          return c;

        }


        vec3 curlNoise( vec3 p ){

          const float e = .1;
          vec3 dx = vec3( e   , 0.0 , 0.0 );
          vec3 dy = vec3( 0.0 , e   , 0.0 );
          vec3 dz = vec3( 0.0 , 0.0 , e   );

          vec3 p_x0 = snoiseVec3( p - dx );
          vec3 p_x1 = snoiseVec3( p + dx );
          vec3 p_y0 = snoiseVec3( p - dy );
          vec3 p_y1 = snoiseVec3( p + dy );
          vec3 p_z0 = snoiseVec3( p - dz );
          vec3 p_z1 = snoiseVec3( p + dz );

          float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
          float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
          float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;

          const float divisor = 1.0 / ( 2.0 * e );
          return normalize( vec3( x , y , z ) * divisor );

        }


        void main() {
            vec2 uv = gl_FragCoord.xy / resolution.xy;
            float idParticle = uv.y * resolution.x + uv.x;
            vec4 tmpVel = texture2D( textureVelocity, uv );
            vec4 tmpPos = texture2D( texturePosition, uv );

            vec3 vel = curlNoise(tmpPos.xyz*0.04);
            tmpVel.w -= 0.8;
        //    vel.z *= 2.0;
        //    vec3 vel = tmpVel.xyz;
        //    vel.x *= 2.0;
        //    vel. *= 2.0;
        //    vel.x = abs(vel.x);
        //    vel.z = abs(vel.z);

            if(tmpVel.w < -1.0)
            {
                tmpVel.w = 100.;
            }

            gl_FragColor = vec4( vel.xyz, tmpVel.w );
        }

    </script>
  	<script id="Mosaic_ComputePosition" type="x-shader/x-vertex">
        #define delta 0.08
        void main() {
            vec2 uv = gl_FragCoord.xy / resolution.xy;
            vec4 tmpPos = texture2D( texturePosition, uv );
            vec3 pos = tmpPos.xyz;
            vec4 tmpVel = texture2D( textureVelocity, uv );
            vec4 tmpOrgPos = texture2D( textureOriginal, uv );
            vec3 vel = tmpVel.xyz;
            pos += vel * delta;
        //    if(tmpVel.w == 100.)
            if(distance(pos,tmpOrgPos.xyz) > 20.)
            {
                pos = tmpOrgPos.xyz;
            }
            gl_FragColor = vec4( pos, 1.0 );
        }

    </script>
    <script id="Mosaic_ComputeOriginal" type="x-shader/x-vertex">
        uniform sampler2D pre_texturePosition;


        void main() {
            vec2 uv = gl_FragCoord.xy / resolution.xy;

            vec4 q = texture2D( textureOriginal, uv );

            gl_FragColor = q;
        }

    </script>
    <script id="Mosaic_ComputeShadow" type="x-shader/x-vertex">

        precision highp float;
        const float PackUpscale = 256. / 255.;
        const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );
        const float ShiftRight8 = 1. / 256.;

        vec4 packDepthToRGBA( const in float v ) {
          vec4 r = vec4( fract( v * PackFactors ), v );
          r.yzw -= r.xyz * ShiftRight8; // tidy overflow
          return r * PackUpscale;
        }

        void main() {

          gl_FragColor = packDepthToRGBA( gl_FragCoord.z );

        }

    </script>
    <script id="vertex" type="x-shader/x-vertex">
        precision highp float;

        attribute vec3 offset;

        attribute vec2 pos_uv;
        attribute vec4 orientation;
        varying vec2 vUv;
        varying vec2 vTuv;
        uniform sampler2D map;
        uniform mat4 shadowMatrix;
        varying vec4 vShadowCoord;
        uniform sampler2D shadowMap;
        uniform vec2 shadowMapSize;
        uniform float shadowBias;
        uniform float shadowRadius;


        uniform float time;
        uniform sampler2D texturePosition;
        uniform sampler2D textureVelocity;
        uniform sampler2D textureOriginal;
        varying vec4 vPosition;
        varying vec3 vColor;
        varying vec3 vNormal;
        uniform mat4 uMatrix;
        varying mat4 vModelMatrix;

        uniform float imgWidth;
        uniform float imgHeight;



        mat3 calcLookAtMatrix(vec3 vector, float roll) {
          vec3 rr = vec3(sin(roll), cos(roll), 0.0);
          vec3 ww = normalize(vector);
          vec3 uu = normalize(cross(ww, rr));
          vec3 vv = normalize(cross(uu, ww));

          return mat3(uu, ww, vv);
        }

        const float DEG_TO_RAD = 3.141592653589793 / 180.0;
        mat2 rotationMatrix( float a ) {
          return mat2( cos( a ), sin( a ),
                  -sin( a ), cos( a ) );
        }

        const float PI = 3.141592653589793;
        uniform float near;
        uniform float far;
        uniform vec3 cameraPos;
        float fogStart = 0.1;
        float fogEnd = 30.0;
        varying float fogFactor;
        uniform float isStart;

          mat2 calcRotate2D(float _time){
            float _sin = sin(_time);
            float _cos = cos(_time);
            return mat2(_cos, _sin, -_sin, _cos);
          }



        void main() {
            vPosition = vec4(position.xyz,1.);
            vec4 posTemp = texture2D( texturePosition, pos_uv );
            vec4 velTemp = texture2D( textureVelocity, pos_uv );
            vec4 orgTemp = texture2D( textureOriginal, pos_uv );

        //    float scale = 1.0 - velTemp.w/100.0;

            float scale = 1.0 - distance(posTemp.xyz,orgTemp.xyz)/20.;
            scale = sin(scale*PI)*1.0;
        //    scale = mix(sin(scale*PI)*1.2,1.0,isStart);

        //    scale= 1.0;

            vTuv = pos_uv;

            mat4 localRotationMat = mat4( calcLookAtMatrix( velTemp.xyz, 0.0 ) );


            vec2 tUv =vec2( posTemp.x/imgWidth+0.5,posTemp.y/imgHeight+0.5);

            vColor = texture2D( map, tUv ).xyz;







            vec3 modifiedVertex =  (localRotationMat * vec4( position*vec3(0.1,1.3,0.1)*scale,1.0 )).xyz;
            vec3 modifiedPosition = modifiedVertex + posTemp.xyz;

            modifiedPosition.yz = calcRotate2D(time) * modifiedPosition.yz;
            modifiedPosition.xz = calcRotate2D(time) * modifiedPosition.xz;

            float linerDepth = 1.0 / (30.0 - 0.01);
            float linerPos = length(cameraPos - modifiedPosition.xyz) * linerDepth;
            fogFactor      = clamp((fogEnd - linerPos) / (fogEnd - fogStart), 0.0, 1.0);

            vPosition =  vec4( modifiedPosition, 1.0 );
            vShadowCoord = shadowMatrix * modelMatrix * vec4( vPosition.xyz, 1. );

            gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPosition, 1.0 );

        }

    </script>

    <script id="fragment" type="x-shader/x-vertex">
        precision highp float;
        uniform sampler2D map;
        varying vec2 vUv;
        varying vec3 vColor;

        varying vec4 vShadowCoord;
        uniform sampler2D shadowMap;
        uniform vec2 shadowMapSize;
        uniform float shadowBias;
        uniform float shadowRadius;
        uniform float bias;

        const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
        const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );
        const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );

        float unpackRGBAToDepth( const in vec4 v ) {
          return dot( v, UnpackFactors );
        }

        float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
          return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
        }

        float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {

          float shadow = 1.0;

          shadowCoord.xyz /= shadowCoord.w;
          shadowCoord.z += shadowBias;

          // if ( something && something ) breaks ATI OpenGL shader compiler
          // if ( all( something, something ) ) using this instead

          bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
          bool inFrustum = all( inFrustumVec );

          bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
          bool frustumTest = all( frustumTestVec );

          if ( frustumTest ) {

            vec2 texelSize = vec2( 1.0 ) / shadowMapSize;

            float dx0 = - texelSize.x * shadowRadius;
            float dy0 = - texelSize.y * shadowRadius;
            float dx1 = + texelSize.x * shadowRadius;
            float dy1 = + texelSize.y * shadowRadius;

            shadow = (
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
              texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
            ) * ( 1.0 / 9.0 );
          }

          return shadow;
        }
      
      
         vec3 rgb2hsv(vec3 c)
        {
            vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
            vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
            vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));

            float d = q.x - min(q.w, q.y);
            float e = 1.0e-10;
            return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
        }
        vec3 hsv2rgb(vec3 c)
        {
            vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
            vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
            return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
        }

        varying vec4 vPosition;
        uniform sampler2D textureVelocity;
        uniform sampler2D texturePosition;
        varying vec2 vTuv;
        varying mat4 vModelMatrix;
        varying vec3 vNormal;
        uniform mat4 uMatrix;
        uniform float near;
        uniform float far;
        uniform vec3 cameraPos;
        float fogStart = 0.1;
        float fogEnd = 10.0;
        varying float fogFactor;

        vec3 calcIrradiance_dir(vec3 newNormal, vec3 lightPos, vec3 light){
            float dotNL = dot(newNormal, normalize(lightPos));

            return light * max(0.0, dotNL);
          }

        vec3 calcIrradiance_hemi(vec3 newNormal, vec3 lightPos, vec3 grd, vec3 sky){
            float dotNL = dot(newNormal, normalize(lightPos));
            float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

            return mix(grd, sky, hemiDiffuseWeight);
          }

        const vec3 hemiLight_g = vec3(0.86,0.86,0.86);

        // hemisphere sky color
        const vec3 hemiLight_s_1 = vec3(0.5882352941176471,0.8274509803921568,0.8823529411764706);
        const vec3 hemiLight_s_2 = vec3(0.9686274509803922,0.8509803921568627,0.6666666666666666);
        const vec3 hemiLight_s_3 = vec3(0.8784313725490196,0.5882352941176471,0.7647058823529411);

        const vec3 hemiLightPos_1 = vec3(100.0, 100.0, -100.0);
          const vec3 hemiLightPos_2 = vec3(-100.0, -100.0, 100.0);
          const vec3 hemiLightPos_3 = vec3(-100.0, 100.0, 100.0);
        //uniform sampler2D map;
        void main() {
            vec4 velTemp = texture2D( textureVelocity, vUv );
            vec4 posTemp = texture2D( texturePosition, vTuv );
            vec3 _normal = normalize(cross(dFdx(vPosition.xyz), dFdy(vPosition.xyz)));


            vec3 hemiColor = vec3(0.0);
            hemiColor += calcIrradiance_hemi(_normal, hemiLightPos_1, hemiLight_g, hemiLight_s_1) * 0.38;
            hemiColor += calcIrradiance_hemi(_normal, hemiLightPos_2, hemiLight_g, hemiLight_s_2) * 0.26;
            hemiColor += calcIrradiance_hemi(_normal, hemiLightPos_3, hemiLight_g, hemiLight_s_3) * 0.36;
            vec3 dirColor = vec3(0.0);
            dirColor += calcIrradiance_dir(_normal, vec3(0.,0.,1.), vec3(1.));
            float shadow = 1.0;
            shadow *= getShadow(shadowMap, shadowMapSize, bias, shadowRadius, vShadowCoord);



            dirColor.x = max(dirColor.x,0.8);
            dirColor.y = max(dirColor.y,0.8);
            dirColor.z = max(dirColor.z,0.8);

            vec3 color = vColor.xyz*dirColor;
            color = mix(vec3(0.,0.,0.),color,fogFactor);
          
            vec3 hsv = rgb2hsv(color);
            hsv.z *= 1.3;
            color = hsv2rgb(hsv);
            gl_FragColor = vec4(color,1.0);
        }
    </script>

<div id="container"></div>
   
<div id="info">
    <span>
      <h1>Impressionists Blobs -The Starry Night-</h1>
    </span>
    <br>
    <span>
      <a href="https://twitter.com/murasaki_0606" target="_blank">@murasaki_0606</a>
    </span>
    <br>
    <span>
      <p>click: Start / Restart</p>
        <br>
      <p>key"H": Hide info</p>
    </span>

</div>
              
            
!

CSS

              
                a,abbr,acronym,address,applet,article,aside,audio,b,big,blockquote,body,canvas,caption,center,cite,code,dd,del,details,dfn,div,dl,dt,em,embed,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,html,i,iframe,img,ins,kbd,label,legend,li,mark,menu,nav,object,ol,output,p,pre,q,ruby,s,samp,section,small,span,strike,strong,sub,summary,sup,table,tbody,td,tfoot,th,thead,time,tr,tt,u,ul,var,video{margin:0;padding:0;border:0;font-size:100%;font:inherit;vertical-align:baseline}article,aside,details,figcaption,figure,footer,header,hgroup,menu,nav,section{display:block}html{height:100%}body{line-height:1}ol,ul{list-style:none}blockquote,q{quotes:none}blockquote:after,blockquote:before,q:after,q:before{content:"";content:none}table{border-collapse:collapse;border-spacing:0}body{margin:0;font-family:Monospace;font-size:13px;text-align:center}
#container,body{
    position:relative;width:100%;height:100%;overflow:hidden
}
#container{
    background:radial-gradient(ellipse at center,#7e2f9c 1%,#191325 100%)
}
#stats{display:none}canvas{position:fixed;left:0;top:0}
#info {
    width:100%;height:100%;
    top: 40px;
    left: 40px;
    position: fixed;
    z-index: 999;
    text-align: left;
    color: #fff;
    font-family: 'Khula', sans-serif;
}

h1 {
    font-size: 22px;

    display: inline-block;
    margin: 0;
    margin-bottom: 10px;
    padding: 8px;
    padding-top: 12px;
 
    background: linear-gradient(135deg, rgba(37,219,237,0.8) 0%,rgba(183,60,210,0.8) 100%);
}
a {
    color: #fff;
    margin: 0;
    font-size: 14px;
    display: inline-block;
    padding: 6px;
    padding-top: 8px;
    margin-bottom: 20px;
    background: linear-gradient(135deg, rgba(37,219,237,0.8) 0%,rgba(183,60,210,0.8) 100%);
}

p {
    color: #fff;
    margin: 0;
    font-size: 16px;
    display: inline-block;
    margin-bottom: 14px;
    /*padding: 8px;*/
    /*padding-top: 12px;*/
    /*background: linear-gradient(135deg, rgba(37,219,237,0.8) 0%,rgba(143,60,210,0.8) 100%);*/
}
/*# sourceMappingURL=main.css.map*/
              
            
!

JS

              
                // via curl noise https://codepen.io/mnmxmx/pen/rzqoeW
// via polygon-shader https://github.com/spite/polygon-shredder
var container, stats;
var camera, scene, renderer;
var mesh;

var geometry;
// var material:THREE.MeshBasicMaterial;
var cube;
var offsetAttribute;
var orientationAttribute;
var lastTime = 0;
var mesh;
var uniforms;

var WIDTH = 128;
var PARTICLES = WIDTH * WIDTH;


var gpuCompute;
var velocityVariable;
var positionVariable;
var quaternionVariable;
var quaternionUniforms;

var material;
var shadowMaterial;
var light;
var shadowCamera;

var imgWidth = 75;
var imgHeight = 50;
var rotateVec = new THREE.Vector3(0,0,0);
var isRotate = false;
var timer = 0.0;
var cameraStartZ = 100;
var startTimer = 0.8;
var enableInfo = true;
var texture;
texture = new THREE.TextureLoader().load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/311372/gogh_small.jpg',function (){
  init();
});
                                         
           


function init() {
    container = document.getElementById( 'container' );
    //
    camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
    camera.position.z = cameraStartZ;
    scene = new THREE.Scene();
   
    renderer = new THREE.WebGLRenderer({antialias: true, alpha:true});
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.gammaInput = true;
    renderer.gammaOutput = true;
    container.appendChild( renderer.domElement );
    renderer.setClearColor(0xebe8ed,0);


    light = new THREE.DirectionalLight( 0xFFAA55,0.5 );
    light.position.set(0, 1, 1);
    light.castShadow = true;
    shadowCamera = light.shadow.camera;
    shadowCamera.lookAt( scene.position );

    light.shadow.matrix.set(
        0.5, 0.0, 0.0, 0.5,
        0.0, 0.5, 0.0, 0.5,
        0.0, 0.0, 0.5, 0.5,
        0.0, 0.0, 0.0, 1.0
    );

    light.shadow.matrix.multiply( shadowCamera.projectionMatrix );
    light.shadow.matrix.multiply( shadowCamera.matrixWorldInverse );

    if(light.shadow.map === null){
        light.shadow.mapSize.x = 2048;
        light.shadow.mapSize.y = 2048;

        var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };

        light.shadow.map = new THREE.WebGLRenderTarget( light.shadow.mapSize.x,light.shadow.mapSize.y, pars );
        // light.shadow.map.texture.name = light.name + ".shadowMap";
    }

    initComputeRenderer();



    var instances = PARTICLES;
    var bufferGeometry = new THREE.BoxBufferGeometry( 2, 1, 1 );
    // copying data from a simple box geometry, but you can specify a custom geometry if you want
    geometry = new THREE.InstancedBufferGeometry();
    geometry.index = bufferGeometry.index;
    geometry.attributes.position = bufferGeometry.attributes.position;
    geometry.attributes.uv = bufferGeometry.attributes.uv;
    geometry.attributes.normal = bufferGeometry.attributes.normal;

    var offsets = [];
    // var pos_uv = [];
    var orientations = [];
    var vector = new THREE.Vector4();
    var x, y, z, w;

    var uvs = new Float32Array( PARTICLES * 2 );
    var xywidth = new Float64Array( 3 );
    xywidth[2] = WIDTH;
    var p = 0;
    for ( var j = 1; j < WIDTH; j++ ) {
        for ( var i = 1; i < WIDTH; i++ ) {
            xywidth[0] = i;
            xywidth[1] = j;
            uvs[ p++ ] = xywidth[0] / ( xywidth[2] )-(1.0/xywidth[2]);
            uvs[ p++ ] = xywidth[1] / ( xywidth[2] )-(1.0/xywidth[2]);
        }
    }


    for ( var i = 0; i < instances; i ++ ) {
        // offsets
        x = Math.random() * 50 - 25;
        y = Math.random() * 50 - 25;
        z = Math.random() *0;

        vector.set( x, y, z, 0 ).normalize();
        vector.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
        offsets.push( x + vector.x, y + vector.y, z + vector.z,i );

        x = Math.random() * 2 - 1;
        y = Math.random() * 2 - 1;
        z = Math.random() * 2 - 1;
        w = Math.random() * 2 - 1;
        vector.set( x, y, z, w ).normalize();
        orientations.push( vector.x, vector.y, vector.z, vector.w );
    }
    offsetAttribute = new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 4 );

    orientationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( orientations ), 4 ).setDynamic( true );


    

    texture.wrapS = THREE.ClampToEdgeWrapping;
    texture.wrapT = THREE.ClampToEdgeWrapping;


    var pos_uvsAttribute = new THREE.InstancedBufferAttribute( uvs, 2 );
    geometry.addAttribute( 'offset', offsetAttribute );
    geometry.addAttribute( 'orientation', orientationAttribute );
    geometry.addAttribute( 'pos_uv', pos_uvsAttribute );
    // material

    uniforms = {
        map: { value: texture},
        // monalisa:{value:texture},
        time:{value:0.0},
        texturePosition:{value:null},
        textureVelocity:{value:null},
        // pre_texturePosition:{value:null},
        // pre_textureVelocity:{value:null}
        textureOriginal:{value:null},
        shadowMap: { type: 't', value: light.shadow.map },
        shadowMapSize: {type: "v2", value: light.shadow.mapSize},
        shadowBias: {type: "f", value: light.shadow.bias},
        shadowRadius: {type: "f", value: light.shadow.radius},
        uMatrix:{value:null},
        imgWidth:{value:imgWidth},
        imgHeight:{value:imgHeight},
        near:{value:camera.near},
        far:{value:camera.far},
        cameraPos:{value:camera.position},
        sceneInvMatrix:{value:null},
        isStart:{value:startTimer}
    };
    material = new THREE.ShaderMaterial( {
        uniforms: uniforms,
        vertexShader: document.getElementById( 'vertex' ).textContent,
        fragmentShader: document.getElementById( 'fragment' ).textContent,
        shading: THREE.FlatShading,
        transparent:true
    } );

    shadowMaterial = new THREE.ShaderMaterial( {
        uniforms: {
            map: { value: texture},
            time:{value:0.0},
            texturePosition:{value:null},
            textureVelocity:{value:null},
            size: { type: "f", value: WIDTH },

            timer: { type: 'f', value: 0 },

            shadowMatrix: { type: 'm4', value: light.shadow.matrix},
            lightPosition: { type: 'v3', value: light.position }
        },
        vertexShader: document.getElementById( 'vertex' ).textContent,
        fragmentShader: document.getElementById( 'Mosaic_ComputeShadow' ).textContent,
    });


    mesh = new THREE.Mesh( geometry, material );
    mesh.frustumCulled = false;
    scene.add( mesh );
    
    window.addEventListener( 'resize', onWindowResize, false );
    window.addEventListener( 'click', click, false);
   animate();
}

function initComputeRenderer()
{

    gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );

    // 今回はパーティクルの位置情報と、移動方向を保存するテクスチャを2つ用意します
    var dtPosition = gpuCompute.createTexture();
    var dtVelocity = gpuCompute.createTexture();
    var dtOriginal = gpuCompute.createTexture();

  fillTextures( dtPosition, dtVelocity,dtOriginal );

    velocityVariable = gpuCompute.addVariable( "textureVelocity", document.getElementById( 'Mosaic_ComputeVelocity' ).textContent, dtVelocity );
    positionVariable = gpuCompute.addVariable( "texturePosition", document.getElementById( 'Mosaic_ComputePosition' ).textContent, dtPosition );
    quaternionVariable = gpuCompute.addVariable( "textureOriginal", document.getElementById( 'Mosaic_ComputeOriginal' ).textContent, dtOriginal );

    let variables = [ positionVariable, velocityVariable, quaternionVariable ];
    gpuCompute.setVariableDependencies( velocityVariable, variables );
    gpuCompute.setVariableDependencies( positionVariable, variables );
    gpuCompute.setVariableDependencies( quaternionVariable, variables );


    quaternionUniforms = quaternionVariable.material.uniforms;
    quaternionUniforms.pre_texturePosition = {value:dtPosition};


    var error = gpuCompute.init();
    if ( error !== null ) {
        console.error( error );
    }
}


function fillTextures( texturePosition, textureVelocity, textureQuaternion ) {

    var posArray = texturePosition.image.data;
    var velArray = textureVelocity.image.data;
    var qtArray = textureQuaternion.image.data;

   
    for ( var k = 0, kl = posArray.length; k < kl; k += 4 ) {
        // Position
        var x, y, z;
        x = Math.random()*imgWidth-imgWidth/2;
        y = Math.random()*imgHeight-imgHeight/2;
        z = Math.random()*10-5;
        posArray[ k + 0 ] = x;
        posArray[ k + 1 ] = y;
        posArray[ k + 2 ] = z;
        posArray[ k + 3 ] = 0;

        qtArray[ k + 0 ] = x;
        qtArray[ k + 1 ] = y;
        qtArray[ k + 2 ] = z;
        qtArray[ k + 3 ] = 0;

        velArray[ k + 0 ] = Math.random()*2-1;
        velArray[ k + 1 ] = Math.random()*2-1;
        velArray[ k + 2 ] = Math.random()*2-1;
        velArray[ k + 3 ] = 100*Math.random();
    }
}

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

function click()
{
    isRotate = !isRotate;
    startTimer = 3.0;
}

function animate() {
    requestAnimationFrame( animate );
    render();

}
function render() {
    var time = performance.now();

    if(startTimer > 0)
    {
        startTimer -=0.008;
    } else
    {
        uniforms.isStart.value = startTimer;
        isRotate = true;
    }

    if(isRotate)
    {
        timer += 0.003;
        timer = timer%(Math.PI*2);
      
        cameraStartZ += (30.0 - cameraStartZ) * 0.02;
        camera.position.z = cameraStartZ + Math.sin(timer) * 40.0;
    } else
    {
        var speed = 0.045;
        rotateVec.x += (0.0 - rotateVec.x) * speed;
        rotateVec.y += (0.0 - rotateVec.y) * speed;
        rotateVec.z += (0.0 - rotateVec.z) * speed;
        scene.position.z +=(0.0 - scene.position.z) * speed;
        mesh.position.z +=(0.0 - scene.position.z) * speed;
        camera.position.z +=( cameraStartZ  - camera.position.z) * speed;
        cameraStartZ += (70.0 - cameraStartZ) * speed;
        timer +=(0.0 -timer)*speed;
    }

    scene.rotation.setFromVector3(rotateVec);
    quaternionUniforms.pre_texturePosition = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;

    // uniforms.pre_texturePosition.value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
    // uniforms.pre_textureVelocity.value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;

    gpuCompute.compute();

    uniforms.textureOriginal.value = gpuCompute.getCurrentRenderTarget( quaternionVariable ).texture;
    uniforms.texturePosition.value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
    uniforms.textureVelocity.value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;

    shadowMaterial.uniforms.texturePosition.value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
    shadowMaterial.uniforms.textureVelocity.value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;



    uniforms.time.value = timer;
    shadowMaterial.uniforms.time.value = timer;
    lastTime = timer;


    // mesh.material = shadowMaterial;
    // renderer.render( scene, shadowCamera, light.shadow.map);



    mesh.material = material;
    material.uniforms.shadowMap.value = light.shadow.map;
    let m = new THREE.Matrix4();
    material.uniforms.uMatrix.value = m.getInverse(mesh.matrix);
    renderer.render( scene, camera );
}

document.onkeydown = function (e){
    if(!e) e = window.event; 

    

    if(e.key === "h")
    {
        console.log($);
        console.log($("#info"));
        if(enableInfo)
        {
            $("#info").fadeOut("0.3");
            enableInfo = false;
        }else
        {
            $("#info").fadeIn("0.3");
            enableInfo = true;
        }
    }
};

              
            
!
999px

Console