cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

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

You're using npm packages, so we've auto-selected Babel for you here, which we require to process imports and make it all work. If you need to use a different JavaScript preprocessor, remove the packages in the npm tab.

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

Use npm Packages

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.

⚠️ This feature can only be used by logged in users.

Code Indentation

     

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.

            
              <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>


            
          
!
            
              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);
}
            
          
!
            
              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
🕑 One or more of the npm packages you are using needs to be built. You're the first person to ever need it! We're building it right now and your preview will start updating again when it's ready.
Loading ..................

Console