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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.

            
              <h1 class="title">WebGL Kinetic Typography</h1>
<canvas id="Canvas"></canvas>

<a href="https://greensock.com"><img class="gsap-3-logo" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/gsap-3-logo.svg" width="150" /></a>
            
          
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              * {
  margin: 0;
  padding: 0;
}

html {
  background-color: #000;
  font-family: 'Muli', sans-serif;
  color: #fff;
}

.title {
  position: absolute;
  top: 20px;
  left: 20px;
  font-size: 32px;
}

#Canvas {
  display: block;
  position: absolute;
  top: calc(50% - 270px);
  left: calc(50% - 480px);
  width: 960px;
  height: 540px;
  z-index: -1;
/*   border: 1px solid #f00; */
}

.gsap-3-logo {
  width: 20vw;
  max-width: 150px;
  position: fixed;
  bottom: 15px;
  right: 15px;
}
            
          
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              // load webfont from Google Fonts
WebFont.load({
  google: {
    families: ['Muli:600']
  },
  classes: false,
  active: () => {
    createCanvas()
    updateCanvas()
  }
})

// vertex shader
const vertexShader = `
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float time;
uniform float index;
uniform float divisions;
uniform float tOffsetX;
uniform vec4 tween;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;

mat2 scale2D(vec2 scale) {
return mat2(scale.x, 0.0, 0.0, scale.y);
}

void main() {
vUv = uv;
vec3 pos = position;

float scaleX = tween.x;
pos.x += tOffsetX;
pos.xy *= scale2D(vec2(scaleX, 1.0));
pos.x -= tOffsetX;

gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`

// fragment shader
const fragmentShader = `
precision highp float;

uniform sampler2D texture;
uniform float time;
uniform float index;
uniform float divisions;
uniform vec4 tween;
varying vec2 vUv;

void main() {
vec2 uv = vUv;
float startV = index * (1.0 / divisions);
vec2 tuv = vec2(uv.x, startV + uv.y * (1.0 / divisions));

vec4 color = texture2D(texture, tuv);

gl_FragColor = color;
//gl_FragColor = vec4(vec3(tuv.y), 1.0);
}
`

// general settings
const width = 960
const height = 540
const aspectRatio = width / height
const dpr = Math.min(window.devicePixelRatio, 2)
const sceneWidth = 2
const sceneHeight = sceneWidth / aspectRatio
let scene, camera, renderer

// title settings
const titleWidth = 2.0
const titleHeight = 0.5
const numDivisions = 40
const titleMeshes = []
let numMeshes = 0

// animation settings
const tweens1 = [] // array of tweens for title1
const tweens2 = [] // array of tweens for title2
const tweens3 = [] // array of tweens for title3

function createCanvas() {
  scene = new THREE.Scene()

  camera = new THREE.OrthographicCamera(
    -sceneWidth / 2,
    sceneWidth / 2,
    sceneHeight / 2,
    -sceneHeight / 2,
    0.01,
    1000
  )
  camera.position.set(0, 0, 1)

  renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true,
    canvas: document.getElementById('Canvas')
  })
  renderer.setSize(width, height)
  renderer.setPixelRatio(dpr)

  const texture1 = createFontTexture({
    width: 1024,
    height: 256,
    fontSize: 230,
    text: 'EXPLORE'
  })

  const texture2 = createFontTexture({
    width: 1024,
    height: 256,
    fontSize: 230,
    text: 'CREATE'
  })

  const texture3 = createFontTexture({
    width: 1024,
    height: 256,
    fontSize: 230,
    text: 'REPEAT'
  })

  createTitle({
    texture: texture1,
    tweens: tweens1,
  })

  createTitle({
    texture: texture2,
    tweens: tweens2,
  })

  createTitle({
    texture: texture3,
    tweens: tweens3,
  })

  numMeshes = titleMeshes.length

  animateTitle()
}

function createFontTexture(options) {
  const canvas = document.createElement('canvas')
  const width = options.width * dpr
  const height = options.height * dpr
  canvas.width = width
  canvas.height = height

  const ctx = canvas.getContext('2d')

  // ctx.fillStyle = 'rgba(255, 0, 0, 0.1)'
  // ctx.fillRect(0, 0, width, height)

  ctx.font = `600 ${options.fontSize * dpr}px 'Muli'`
  ctx.textAlign = 'center'
  ctx.textBaseline = 'middle'
  ctx.fillStyle = '#fff'
  ctx.fillText(options.text, width / 2, height / 2 + 25)

  const texture = new THREE.CanvasTexture(canvas)
  texture.minFilter = THREE.LinearFilter
  texture.magFilter = THREE.LinearFilter
  texture.format = THREE.RGBAFormat
  texture.needsUpdate = false

  return texture
}

function createTitle(params) {
  for (let i = 0; i < numDivisions; i++) {
    const dividedHeight = titleHeight / numDivisions
    const geometry = new THREE.PlaneBufferGeometry(titleWidth, dividedHeight)
    geometry.removeAttribute('normal')

    const material = new THREE.RawShaderMaterial({
      uniforms: {
        texture: { value: params.texture },
        time: { value: 0 },
        index: { value: i },
        divisions: { value: numDivisions },
        tOffsetX: { value: -1.0 },
        tween: { value: new THREE.Vector4(0, 0, 1, 1) },
      },
      vertexShader,
      fragmentShader,
      transparent: true,
    })

    const y = -titleHeight * 0.5 + i * dividedHeight + dividedHeight * 0.5

    const mesh = new THREE.Mesh(geometry, material)
    mesh.position.y = y

    scene.add(mesh)
    titleMeshes.push(mesh)
    params.tweens.push(material.uniforms.tween.value)
  }
}

function animateTitle() {
  const tl = gsap.timeline({
    repeat: -1,
    defaults: {
      ease: "power3.inOut",
      duration: 0.8,
      stagger: 0.01,
    }
  })

  const setTransformOffset = (titleIndex, value) => {
    const startIndex = titleIndex * numDivisions
    const endIndex = startIndex + numDivisions
    for (let i = startIndex; i < endIndex; i++) {
      titleMeshes[i].material.uniforms.tOffsetX.value = value
    }
  }

  tl.to(tweens1, {
    x: 1.0,
    onStart: () => {
      setTransformOffset(0, -1.0)
    }
  }, 'start')
  tl.to(tweens1, {
    x: 0.0,
    onStart: () => {
      setTransformOffset(0, 1.0)
    }
  }, 'next1')

  tl.to(tweens2, {
    x: 1.0,
    onStart: () => {
      setTransformOffset(1, -1.0)
    }
  }, 'next1')
  tl.to(tweens2, {
    x: 0.0,
    onStart: () => {
      setTransformOffset(1, 1.0)
    }
  }, 'next2')

  tl.to(tweens3, {
    x: 1.0,
    onStart: () => {
      setTransformOffset(2, -1.0)
    }
  }, 'next2')
  tl.to(tweens3, {
    x: 0.0,
    onStart: () => {
      setTransformOffset(2, 1.0)
    }
  })
}

function updateCanvas() {
  requestAnimationFrame(updateCanvas)

  const time = performance.now() * 0.001
  for (let i = 0; i < numMeshes; i++) {
    const mesh = titleMeshes[i]
    mesh.material.uniforms.time.value = time
  }

  renderer.render(scene, camera)
}
            
          
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