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We can make npm packages available for you to use in your JavaScript. We use webpack to prepare them and make them available to import. We'll also process your JavaScript with Babel.

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <script id="vertexShader" type="x-shader/x-vertex">
			precision mediump float;
			precision mediump int;
			attribute vec4 color;
			varying vec3 vPosition;
			varying vec4 vColor;
      varying vec2 vUv;
			void main()	{
        vUv = uv;
				vPosition = position;
				vColor = color;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1);
			}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
			precision mediump float;
			precision mediump int;
      uniform float time;
			uniform float blend;
			varying vec3 vPosition;
			varying vec4 vColor;
  
      uniform sampler2D tex1;
      uniform sampler2D tex2;
      varying vec2 vUv;
  
      float length = 10.;
  
      mat2 scale(vec2 _scale){
        return mat2(_scale.x,0.0,
                    0.0,_scale.y);
      }
  
      mat3 k = mat3(
               -0.3, 0., 1.,
               -0.4, 0., 1.,
              2., 0., 1.
              );

			float displaceAmount = 0.3;
  
			void main()	{
				// invert blend;
        float blend2 = 1.-blend;
				vec4 image1 = texture2D(tex1, vUv);
        vec4 image2 = texture2D(tex2, vUv);
      
        float t1 = ((image2.r*displaceAmount)*blend)*2.;
        float t2 = ((image1.r*displaceAmount)*blend2)*2.;
        
        vec4 imageA = texture2D(tex2, vec2(vUv.x, vUv.y-t1))*blend2;
        vec4 imageB = texture2D(tex1, vec2(vUv.x, vUv.y+t2))*blend;
        
				gl_FragColor = imageA.bbra * blend + imageA * blend2 +
				imageB.bbra * blend2 + imageB * blend;

				//gl_FragColor = image3;
				
			}
</script>

<div id="loading" class="loading"></div>
            
          
!
            
              body {
  margin:0;
  overflow:hidden;
	background: black;
}

img {
  display:none;
}

.loading {
	margin: -50px -50px;
	border:0.2em dashed white;
	position:absolute;
	width: 100px;
	height: 100px;
	border-radius: 100px;
	animation: load 5s linear infinite;
}

@keyframes load {
	0% {
		transform: translateX(50vw) translateY(50vh) rotateZ(0deg);
	}
	100% {
		transform: translateX(50vw) translateY(50vh) rotateZ(360deg);
	}
}
            
          
!
            
              // ARTWORK BY THOMAS DENMARK
// https://www.artstation.com/thomden
//
// I had used it in this codepen just for testing purposes.

const MOUSE_WHEEL_EVENT = "wheel";
const TOUCH_MOVE = "touchmove";
const TOUCH_END = "touchend";
const MOUSE_DOWN = "mousedown";
const MOUSE_UP = "mouseup";
const MOUSE_MOVE = "mousemove";
class ScrollPos {
	constructor() {
		this.acceleration = 0;
		this.maxAcceleration = 5;
		this.maxSpeed = 20;
		this.velocity = 0;
		this.dampen = 0.97;
		this.speed = 8;
		this.touchSpeed = 8;
		this.scrollPos = 0;
		this.velocityThreshold = 1;
		this.snapToTarget = false;
		this.mouseDown = false;
		this.lastDelta = 0;
		
		window.addEventListener(MOUSE_WHEEL_EVENT, event => {
			event.preventDefault();
			this.accelerate(Math.sign(event.deltaY) * this.speed);
		});
		
		window.addEventListener(TOUCH_MOVE, event => {
			//event.preventDefault();
			let delta = this.lastDelta-event.targetTouches[0].clientY;
			this.accelerate(Math.sign(delta) * this.touchSpeed);
			this.lastDelta = event.targetTouches[0].clientY;
		})
		
		window.addEventListener(TOUCH_END, event =>{
			this.lastDelta = 0;
		})
		
		window.addEventListener(MOUSE_DOWN, event=>{
			this.mouseDown = true;
		})
		
		window.addEventListener(MOUSE_MOVE, event=>{
			if(this.mouseDown){
				let delta = this.lastDelta-event.clientY;
				this.accelerate(Math.sign(delta) * this.touchSpeed*0.4);
				this.lastDelta = event.clientY;
			}
		})
		
		window.addEventListener(MOUSE_UP, event=>{
			this.lastDelta = 0;
			this.mouseDown = false;
		})

	}
	accelerate(amount) {
		if (this.acceleration < this.maxAcceleration) {
			this.acceleration += amount;
		}
	}
	update() {
		this.velocity += this.acceleration;
		if (Math.abs(this.velocity) > this.velocityThreshold) {
			this.velocity *= this.dampen;
			this.scrollPos += this.velocity;
		} else {
			this.velocity = 0;
		}
		if (Math.abs(this.velocity) > this.maxSpeed) {
			this.velocity = Math.sign(this.velocity) * this.maxSpeed;
		}
		this.acceleration = 0;
	}
	snap (snapTarget, dampenThreshold = 100, velocityThresholdOffset = 1.5) {
		if(Math.abs(snapTarget - this.scrollPos) < dampenThreshold) {
			this.velocity *= this.dampen;
		}
		if (Math.abs(this.velocity) < this.velocityThreshold+velocityThresholdOffset) {
			this.scrollPos += (snapTarget - this.scrollPos) * 0.1;
		}
	}
	project(steps = 1) {
		if(steps === 1)	return this.scrollPos + this.velocity * this.dampen
		var scrollPos = this.scrollPos;
		var velocity = this.velocity;

		for(var i = 0; i < steps; i++) {
				velocity *= this.dampen;
				scrollPos += velocity;
		}
		return scrollPos;
	}
}

var mouseWheel = new ScrollPos();
const scrollPerImage = 500;

const KEYBOARD_ACCELERATION = 25;

window.addEventListener("keydown", (e)=>{
	switch(e.keyCode) {
		case 33:
		case 38:
			// UP
			mouseWheel.acceleration -= KEYBOARD_ACCELERATION;
			mouseWheel.update()
			break;
		case 34:
		case 40:
			// DOWN
			mouseWheel.acceleration += KEYBOARD_ACCELERATION;
			mouseWheel.update()
			break;
	}
})


const folder = "Ragnar";
const root = `https://mwmwmw.github.io/files/${folder}`;
const files = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
const ext = "jpg";
const IMAGE_SIZE = 512;

let imageContainer = document.getElementById("images");
let canvas = document.createElement("canvas");
		canvas.width = IMAGE_SIZE;
		canvas.height = IMAGE_SIZE;
let ctx = canvas.getContext("2d");

function resizeImage(image, size = IMAGE_SIZE) {
	let newImage = image;
	let {width, height} = image;
	let newWidth = size/width;
	let newHeight = size/height;
	
	ctx.drawImage(image, 0, 0, width, height, 0,0, size, size); 
	
	return ctx.getImageData(0,0,size,size);
}

function makeThreeTexture(image) {
	let tex = new THREE.Texture(image);
					tex.needsUpdate = true;
	return tex
}

function loadImages() {
	let promises = [];
	for (var i = 0; i < files.length; i++) {
		promises.push(
			new Promise((resolve, reject) => {
				let img = document.createElement("img");
				img.crossOrigin = "anonymous";
				img.src = `${root}/${files[i]}.${ext}`;
				img.onload = image => {
					return resolve(image.target);
				};
			}).then(resizeImage)
				.then(makeThreeTexture)
		);
	}
	return Promise.all(promises);
}

loadImages().then((images) => {
	document.getElementById("loading").style = "display: none;";
	init(images);
});

const renderer = new THREE.WebGLRenderer({ antialias: false });
document.body.appendChild(renderer.domElement);
 
function init(textures) {
	let scene = new THREE.Scene();
	let camera = new THREE.PerspectiveCamera(
		45,
		window.innerWidth / window.innerHeight,
		0.1,
		2000
	);
	camera.position.set(0, 0, 10);

	scene.add(camera);

	let geometry = new THREE.PlaneGeometry(4.75, 7, 4, 4);

	let material = new THREE.ShaderMaterial({
		uniforms: {
			time: { value: 1.0 },
			blend: { value: 0.0 },
			tex1: { type: "t", value: textures[1] },
			tex2: { type: "t", value: textures[0] }
		},
		vertexShader: document.getElementById("vertexShader").textContent,
		fragmentShader: document.getElementById("fragmentShader").textContent,
	});

	let mesh = new THREE.Mesh(geometry, material);

	scene.add(mesh);

	var tex1 = textures[1];
	var tex2 = textures[0];
	
	function updateTexture(pos) {
		if(tex2 != textures[Math.floor(pos / scrollPerImage)]) {
			tex2 = textures[Math.floor(pos / scrollPerImage)]
			material.uniforms.tex2.value = tex2;
		}
		if(tex1 != textures[Math.floor(pos / scrollPerImage) + 1]) {
			tex1 = textures[Math.floor(pos / scrollPerImage) + 1]
			material.uniforms.tex1.value = tex1;
		}
	}
	
	
	
	function draw() {
		requestAnimationFrame(draw);
		mouseWheel.update();
		let scrollTarget = (Math.floor((mouseWheel.scrollPos+scrollPerImage*0.5) / scrollPerImage)) * scrollPerImage;
		mouseWheel.snap(scrollTarget);
		
		let { scrollPos, velocity } = mouseWheel;
		
		if (scrollPos < 0) {
			scrollPos = 0;
		}
		if (scrollPos > scrollPerImage * textures.length - 1) {
			scrollPos = scrollPerImage * textures.length - 1;
		}
		
		if (scrollPos > 0 && scrollPos < scrollPerImage * textures.length - 1) {
			updateTexture(scrollPos);
			material.uniforms.blend.value =
				(scrollPos % scrollPerImage) / scrollPerImage;
		}
		
		mouseWheel.scrollPos = scrollPos;

		material.uniforms.time.value += 0.1;

		renderer.render(scene, camera);
	}

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

 	window.addEventListener("resize", resize);
	
 	resize();
	draw();
	
}

            
          
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