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

              
                <html>
	<head>
		<title>GLSL shaders</title>
	</head>
	<body>
		
	</body>
</html>
              
            
!

CSS

              
                body { margin: 0; }
canvas { width: 100%; height: 100% }
              
            
!

JS

              
                var camera, scene, renderer, composer;
var object, light, clock;

var glslPass;

init();
animate();

function init() {

  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement );

  //
  clock = new THREE.Clock();
  
  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  camera.position.z = 400;

  scene = new THREE.Scene();
  scene.fog = new THREE.Fog( 0x000000, 1, 1000 );

  object = new THREE.Object3D();
  scene.add( object );

  var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );

  for ( var i = 0; i < 100; i ++ ) {

    var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), flatShading: true } );

    var mesh = new THREE.Mesh( geometry, material );
    mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
    mesh.position.multiplyScalar( Math.random() * 400 );
    mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
    mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
    object.add( mesh );

  }

  scene.add( new THREE.AmbientLight( 0x222222 ) );

  light = new THREE.DirectionalLight( 0xffffff );
  light.position.set( 1, 1, 1 );
  scene.add( light );

  // postprocessing
  composer = new THREE.EffectComposer( renderer );
  composer.addPass( new THREE.RenderPass( scene, camera ) );

  glslPass = new THREE.ShaderPass({
    uniforms: {
      "tDiffuse": { value: null },
      "resolution":   { value: new THREE.Vector2(window.innerWidth, window.innerHeight).multiplyScalar( window.devicePixelRatio ) },
      "blurSize": { value: 20.0 }
    },
    vertexShader: 
    `varying vec2 v_uv;
    
    void main() {
      v_uv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    }`,
        fragmentShader: 
   `
    uniform sampler2D tDiffuse;
    uniform vec2 resolution;
    uniform float blurSize;

    varying vec2 v_uv;

    vec4 blur(sampler2D tex){
      const float PI2 = 6.28318530718; // Pi*2
    
      // BLUR SETTINGS {{{
      const float directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
      const float quality = 3.0; // BLUR QUALITY (Default 3.0 - More is better but slower)
      // BLUR SETTINGS }}}
   
      vec2 radius = blurSize/resolution;
    
      // Normalized pixel coordinates (from 0 to 1)
      vec2 uv = gl_FragCoord.xy/resolution;
      // Pixel colour
      vec4 color = texture2D(tex, uv);
    
      // Blur calculations
      int count = 1;
      for( float theta=0.0; theta<PI2; theta+=PI2/directions)
      {
        vec2 dir = vec2(cos(theta), sin(theta)) * radius;
		    for(float i=1.0/quality; i<=1.0; i+=1.0/quality)
        {
			    color += texture2D( tex, uv+dir*i);	
          count++;
        }
      }
    
      color /= float(count);
      
      return color;
    }
    
    void main (void)
    {
      gl_FragColor = blur(tDiffuse); 
    }`
  }
 );
  glslPass.renderToScreen = true;
  composer.addPass( glslPass );


  //

  if (!('ontouchstart' in window)) window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

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

  if (glslPass) glslPass.uniforms.resolution.value.set(window.innerWidth, window.innerHeight).multiplyScalar(window.devicePixelRatio);
  

}

function animate() {

  requestAnimationFrame( animate );

  object.rotation.x += 0.005;
  object.rotation.y += 0.01;

  composer.render();

}
              
            
!
999px

Console