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.

+ add another resource


Babel is required to process package imports. If you need a different preprocessor remove all packages first.

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


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.

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.


                <script id="fragShader" type="shader-code">
precision mediump float;
uniform vec2      resolution;
uniform float     time;
uniform float     alpha;
uniform vec2      speed;
uniform float     shift;

float rand(vec2 n) {
  //This is just a compounded expression to simulate a random number based on a seed given as n
  	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);

float noise(vec2 n) {
  //Uses the rand function to generate noise
	  const vec2 d = vec2(0.0, 1.0);
	  vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
	  return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);

float fbm(vec2 n) {
  //fbm stands for "Fractal Brownian Motion"
	  float total = 0.0, amplitude = 1.0;
	  for (int i = 0; i < 4; i++) {
 	   total += noise(n) * amplitude;
	    n += n;
	    amplitude *= 0.5;
	  return total;

void main() {
    //This is where our shader comes together
    const vec3 c1 = vec3(126.0/255.0, 0.0/255.0, 97.0/255.0);
    const vec3 c2 = vec3(173.0/255.0, 0.0/255.0, 161.4/255.0);
    const vec3 c3 = vec3(0.2, 0.0, 0.0);
    const vec3 c4 = vec3(164.0/255.0, 1.0/255.0, 214.4/255.0);
    const vec3 c5 = vec3(0.1);
    const vec3 c6 = vec3(0.9);

    //This is how "packed" the smoke is in our area. Try changing 8.0 to 1.0, or something else
    vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;
    //The fbm function takes p as its seed (so each pixel looks different) and time (so it shifts over time)
    float q = fbm(p - time * 0.1);
    vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));
    vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
    float grad = gl_FragCoord.y / resolution.y;
    gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), 1.0); *= 1.0-grad;


                body {
  margin: 0;
  overflow: hidden;


                //Adapted from:

var width = window.innerWidth;
var height = window.innerHeight;
var renderer = new PIXI.autoDetectRenderer(width, height);//Chooses either WebGL if supported or falls back to Canvas rendering
document.body.appendChild(renderer.view);//Add the render view object into the page

var stage = new PIXI.Container();//The stage is the root container that will hold everything in our scene

// smoke shader
var uniforms = {};
uniforms.resolution = { type: 'v2', value: { x: width, y: height}};
uniforms.alpha = { type: '1f', value: 1.0};
uniforms.shift = { type: '1f', value: 1.6};
uniforms.time = {type: '1f',value: 0};
uniforms.speed = {type: 'v2', value: {x: 0.7, y: 0.4}};

var shaderCode = document.getElementById( 'fragShader' ).innerHTML
var smokeShader = new PIXI.AbstractFilter('',shaderCode, uniforms);

var bg = PIXI.Sprite.fromImage("");
bg.width = width;
bg.height = height;
bg.filters = [smokeShader]

var logo = PIXI.Sprite.fromImage("");
logo.x = width / 2;
logo.y = height / 2;
logo.blendMode = PIXI.BLEND_MODES.ADD;


var count = 0

function animate() {
    // start the timer for the next animation loop

    smokeShader.uniforms.time.value = count;

    // this is the main render call that makes pixi draw your container and its children.