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HTML

              
                <canvas id="stage"></canvas>
<div id="info">Move your mouse around :)</div>

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

  attribute vec2 aVertexPosition;
  attribute vec2 aTextureCoord;

  uniform mat3 projectionMatrix;
  varying vec2 vTextureCoord;

  void main(void) {
    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;
  }
</script>

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

  varying vec2 vTextureCoord;
  uniform sampler2D uSampler;
  uniform float radius;
  uniform float strength;
  uniform vec2 center;
  uniform vec4 dimensions;
  uniform vec4 filterArea;

  vec2 mapCoord(vec2 coord) {
    coord *= filterArea.xy;
    coord += filterArea.zw;
    return coord;
  }

  vec2 unmapCoord(vec2 coord) {
    coord -= filterArea.zw;
    coord /= filterArea.xy;
    return coord;
  }

  vec2 bulge(vec2 coord) {

    coord -= center;

    float distance = length(coord);

    if (distance < radius) {
      float percent = distance / radius;
      if (strength > 0.0) {
        coord *= mix(1.0, smoothstep(0.0, radius / distance, percent), strength * 0.75);
      } else {
        coord *= mix(1.0, pow(percent, 1.0 + strength * 0.75) * radius / distance, 1.0 - percent);
      }
    }

    coord += center;

    return coord;
  }

  void main(void) {

    vec2 coord = mapCoord(vTextureCoord);  
    coord = bulge(coord);   
    vec2 clampedCoord = clamp(coord, vec2(0.0), filterArea.xy);  
    coord = unmapCoord(coord);

    gl_FragColor = texture2D(uSampler, coord);
    if (coord != clampedCoord) {
      gl_FragColor.a *= max(0.0, 1.0 - length(coord - clampedCoord));
    }
  }
</script>

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

  precision mediump float;
  uniform vec2  resolution;
  uniform float time;
  uniform vec2  mouse;
  uniform float alpha;
  uniform float fluid_speed;
  uniform float color_intensity;

  uniform vec2 size;
  uniform vec4 dimensions;
  uniform vec4 filterArea;

  const int   complexity   = 40;   // More points of color.
  const float mouse_factor = 25.0; // Makes it more/less jumpy.
  const float mouse_offset = 5.0;  // Drives complexity in the amount of curls/cuves.  Zero is a single whirlpool.

  const float Pi = 3.14159;

  float sinApprox(float x) {
    x = Pi + (2.0 * Pi) * floor(x / (2.0 * Pi)) - x;
    return (4.0 / Pi) * x - (4.0 / Pi / Pi) * x * abs(x);
  }

  float cosApprox(float x) {
    return sinApprox(x + 0.5 * Pi);
  }

  void main(void) {
    vec2 p = (2.0 * gl_FragCoord.xy - resolution) / max(resolution.x, resolution.y);
    for(int i = 1; i < complexity; i++) {
      vec2 newp = p;
      newp.x += 0.6 / float(i) * sin(float(i) * p.y + time / fluid_speed + 0.3 * float(i)) + mouse.y / mouse_factor + mouse_offset;
      newp.y += 0.6 / float(i) * sin(float(i) * p.x + time / fluid_speed + 0.3 * float(i+10)) - mouse.x / mouse_factor + mouse_offset;
      p = newp;
    }
    vec3 col = vec3(color_intensity * sin(3.0 * p.x) + color_intensity,color_intensity * sin(3.0 * p.y) + color_intensity,color_intensity * sin(p.x + p.y) + color_intensity);
    gl_FragColor = vec4(col, alpha);
  }
</script>


              
            
!

CSS

              
                body {
  background: #000;
}

#stage {
  position: fixed;
}

#info {
  position: fixed;
  pointer-events: none;
  padding: 12px;
  color: #ddd;
  font-size: 16px;
  user-select: none;
  font-weight: bold;  
  text-shadow:
    -1px -1px 0 rgba(0,0,0,0.5),
    1px -1px 0 rgba(0,0,0,0.5),
    -1px 1px 0 rgba(0,0,0,0.5),
    1px 1px 0 rgba(0,0,0,0.5);
}
              
            
!

JS

              
                console.clear()
var log = console.log.bind(console);

var baseUrl = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/106114/";

var bulgeVert  = document.getElementById("bulgeVert").textContent;
var bulgeFrag  = document.getElementById("bulgeFrag").textContent;
var marbleFrag = document.getElementById("marbleFrag").textContent;

//
// BULGE PINCH FILTER
// =========================================================================== 
class BulgePinchFilter extends PIXI.Filter {
  
  constructor(x, y, radius = 100, strength = 0.5) {
    
    // super(bulgeVert, bulgeFrag);
    super(PIXI.Filter.defaultVertexSrc, bulgeFrag);
    
    this.uniforms.center = new PIXI.Point(x, y);
    this.uniforms.radius = radius;
    this.uniforms.strength = strength;
  }
  
  get radius() { return this.uniforms.radius; }
  set radius(value) { this.uniforms.radius = value; }

  get strength() { return this.uniforms.strength; }
  set strength(value) { this.uniforms.strength = value; }

  get center() { return this.uniforms.center; }
  set center(value) { this.uniforms.center = value; }
    
  get x() { return this.uniforms.center.x; }
  set x(value) { this.uniforms.center.x = value; }
    
  get y() { return this.uniforms.center.y; }
  set y(value) { this.uniforms.center.y = value; }
  
  apply(filterManager, input, output) {
      
    this.uniforms.dimensions[0] = input.sourceFrame.width;
    this.uniforms.dimensions[1] = input.sourceFrame.height;

    filterManager.applyFilter(this, input, output);
  }
}

//
// MARBLE FILTER - based on filter in Phaser
// =========================================================================== 
class MarbleFilter extends PIXI.Filter {
  
  constructor(width, height) {
    super(null, marbleFrag);
    
    this.uniforms.time = 0;
    this.uniforms.alpha = 1;
    this.uniforms.fluid_speed = 10;
    this.uniforms.color_intensity = 0.30;
    this.uniforms.mouse = new PIXI.Point();
    this.uniforms.resolution = new PIXI.Point(width, height);
  }
  
  get time() { return this.uniforms.time; }
  set time(value) { this.uniforms.time = value; }
  
  get alpha() { return this.uniforms.alpha; }
  set alpha(value) { this.uniforms.alpha = value; }
  
  get speed() { return this.uniforms.fluid_speed; }
  set speed(value) { this.uniforms.fluid_speed = value; }
  
  get intensity() { return this.uniforms.color_intensity; }
  set intensity(value) { this.uniforms.color_intensity = value; }
  
  get mouse() { return this.uniforms.mouse; }
  set mouse(value) { this.uniforms.mouse = value; }
    
  get width() { return this.uniforms.resolution.width; }
  set width(value) { this.uniforms.resolution.width = value; }
  
  get height() { return this.uniforms.resolution.height; }
  set height(value) { this.uniforms.resolution.height = value; }
}

var vw = window.innerWidth;
var vh = window.innerHeight;

var app = new PIXI.Application(vw, vh, {
  view: document.getElementById("stage"),
  resolution: window.devicePixelRatio || 1,
  backgroundColor: 0x000000,
  antialias: true,
  autoResize: true
});

var background = new PIXI.Sprite();
var container = new PIXI.Container();
var resized = false;
var count = 0;
var moves = 0;

var loader = new PIXI.loaders.Loader(baseUrl)
  .add("muppets", "statler-waldorf-1.png?v=1")
  .load(onLoad);

var muppets, bulgeFilter, marbleFilter;

function onLoad(loader, resources) {
  
  muppets = new PIXI.Sprite(resources.muppets.texture);
  muppets.anchor.set(0.5, 1);
  muppets.pivot.set(0.5, 1);
  
  resize();  
  
  bulgeFilter  = new BulgePinchFilter(vw / 2, vh / 2, 300, 1);
  marbleFilter = new MarbleFilter(vw, vh);
    
  background.filters = [marbleFilter];
  container.filters = [bulgeFilter];  
  background.filterArea = app.screen;
  container.filterArea = app.screen;
  
  container.addChild(background, muppets);
  app.stage.addChild(container);
   
  app.stage.interactive = true;
  app.stage.on("pointermove", onPointerMove);
  app.stage.on("pointermove", removeInfo);
  
  app.ticker.add(() => {
  
    if (resized) { resize(); }
    
    // count += 0.1;
    count += 0.05;
    marbleFilter.time = count;
  });
  
  window.addEventListener("resize", () => resized = true);   
  
  var tl1 = new TimelineMax({ repeat: -1, repeatDelay: 5, yoyo: true })
    .to(bulgeFilter, 5, { strength: -0.6, ease: Power1.easeInOut });
}

function resize() {
      
  vw = window.innerWidth;
  vh = window.innerHeight;
  
  var r1 = (vw - 100) / muppets.texture.width;
  var r2 = (vh - 100) / muppets.texture.height;
    
  muppets.scale.set(Math.min(r1, r2))
  
  muppets.x = vw / 2;
  muppets.y = vh;
  background.width = vw;
  background.height = vh;
  
  app.renderer.resize(vw, vh);
  
  resized = false;
}

function onPointerMove(event) {  
  var global = event.data.global;
  bulgeFilter.center.copy(global);
}

function removeInfo() {
  
  if (++moves > 1000) {
    TweenLite.to("#info", 3, { autoAlpha: 0 });
    app.stage.off("pointermove", removeInfo);
  }
}
              
            
!
999px

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