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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.

HTML

            
              <body>
    <!-- click gear in top right of this frame to see the links in <head> -->
    <div id="wrapper">
      <canvas id="stage"></canvas>
    </div>
<!--    <script src="dat.gui.min.js"></script>-->
<!--    <script src="resist.js"></script>-->
</body>

            
          
!

CSS

            
              body {
  background: black;
  overflow: hidden; 
  margin: 0;
  padding: 0;
  width: 100%;
}
#wrapper {
  width: 100%;
  padding: 0;
  margin: 0 auto;
  max-width: 100%;
  /*overflow: hidden;*/
  text-align: center;
}

img {
  display: none;
}

canvas {
  box-sizing: border-box;
  padding: 0 40px 0 0;
  margin: 20px auto 0;
  text-align: center;
  max-width: 100%;
}
            
          
!

JS

            
              /* Based off of work on http://retromodular.com/ */
/*·····················································
···· Paul Reny ········································
····················· ██ ██ ██ ██ ██ ·· ██ ██ ·········
··············· ██ ██ ▒▒ ░░ ░░ ░░ ░░ ██ ▒▒ ░░ ██ ······
············ ██ ▒▒ ░░ ░░ ██ ░░ ██ ░░ ░░ ██ ░░ ░░ ██ ···
········· ██ ▒▒ ░░ ░░ ░░ ██ ░░ ██ ░░ ░░ ░░ ▒▒ ░░ ██ ···
········· ██ ░░ ░░ ░░ ░░ ██ ░░ ██ ░░ ░░ ░░ ▒▒ ▒▒ ██ ···
······ ██ ░░ ░░ ░░ ▒▒ ▒▒ ░░ ░░ ░░ ▒▒ ▒▒ ░░ ░░ ▒▒ ██ ···
··· ██ ▒▒ ░░ ░░ ░░ ░░ ░░ ░░ ██ ░░ ░░ ░░ ░░ ░░ ░░ ██ ···
··· ██ ░░ ░░ ▒▒ ░░ ░░ ░░ ░░ ██ ░░ ░░ ░░ ░░ ░░ ▒▒ ██ ···
··· ██ ░░ ░░ ▒▒ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ██ ······
······ ██ ██ ██ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ▒▒ ██ ······
··· ██ ▒▒ ▒▒ ▒▒ ██ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ▒▒ ██ ······
··· ██ ▒▒ ▒▒ ▒▒ ▒▒ ██ ░░ ░░ ░░ ░░ ░░ ░░ ▒▒ ██ ·········
··· ██ ▒▒ ▒▒ ▒▒ ▒▒ ██ ░░ ░░ ░░ ░░ ░░ ▒▒ ██ ██ ·········
······ ██ ▒▒ ▒▒ ▒▒ ▒▒ ██ ▒▒ ▒▒ ▒▒ ██ ██ ▒▒ ▒▒ ██ ······
········· ██ ▒▒ ▒▒ ██ ██ ██ ██ ██ ▒▒ ▒▒ ▒▒ ▒▒ ▒▒ ██ ···
············ ██ ██ ██ ········ ██ ██ ██ ██ ██ ██ ······
·····················································*/
/* added dynamic sizing to the text. as long as it's */
/* not too long of string, should always be visible */
/* Controls info: https://code.google.com/p/dat-gui/ */
/* dat.gui.js ==> https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js */

(function (){
  "use strict";
  var textSize = 10;
  var glitcher = {

    init: function () {
      setTimeout((function () {
        this.canvas = document.getElementById('stage');
        this.context = this.canvas.getContext('2d');

        this.initOptions();
        this.resize();
        this.tick();
      }).bind(this), 100);
    },

    initOptions: function () {
      var gui = new dat.GUI(),
        current = gui.addFolder('Current'),
        controls = gui.addFolder('Controls');
      this.width = document.documentElement.offsetWidth;
      this.height = document.documentElement.offsetHeight;      
      
      this.textSize = Math.floor(this.width / 7);
      // sets text size based on window size
      if (this.textSize > this.height) {
        this.textSize = Math.floor(this.height/1.5); }
      // tries to make text fit if window is
      // very wide, but not very tall
      this.font = '900 ' + this.textSize + 'px "Orbitron"';
      this.context.font = this.font;
      this.text = "RESIST";
      this.textWidth = (this.context.measureText(this.text)).width;

      this.fps = 60;

      this.channel = 0; // 0 = red, 1 = green, 2 = blue
      this.compOp = 'lighter'; // CompositeOperation = lighter || darker || xor
      this.phase = 0.0;
      this.phaseStep = 0.05; //determines how often we will change channel and amplitude
      this.amplitude = 0.0;
      this.amplitudeBase = 2.0;
      this.amplitudeRange = 2.0;
      this.alphaMin = 0.8;

      this.glitchAmplitude = 20.0;
      this.glitchThreshold = 0.9;
      this.scanlineBase = 40;
      this.scanlineRange = 40;
      this.scanlineShift = 15;

      current.add(this, 'channel', 0, 2).listen();
      current.add(this, 'phase', 0, 1).listen();
      current.add(this, 'amplitude', 0, 5).listen();
      // comment out below to hide ability to change text string
      var text = controls.add(this, 'text');
      text.onChange((function (){
        this.textWidth = (this.context.measureText(this.text)).width;
      }).bind(this));
      // comment out above to hide ability to change text string
      controls.add(this, 'fps', 1, 60);
      controls.add(this, 'phaseStep', 0, 1);
      controls.add(this, 'alphaMin', 0, 1);
      controls.add(this, 'amplitudeBase', 0, 5);
      controls.add(this, 'amplitudeRange', 0, 5);
      controls.add(this, 'glitchAmplitude', 0, 100);
      controls.add(this, 'glitchThreshold', 0, 1);
      controls.open();
      gui.close(); // start the control panel cloased
    },

    tick: function () {
      setTimeout((function () {
        this.phase += this.phaseStep;

        if (this.phase > 1) {
          this.phase = 0.0;
          this.channel = (this.channel === 2) ? 0 : this.channel + 1;
          this.amplitude = this.amplitudeBase + (this.amplitudeRange * Math.random());
        }

        this.render();
        this.tick();

      }).bind(this), 1000 / this.fps);
    },

    render: function () {
      var x0 = this.amplitude * Math.sin((Math.PI * 2) * this.phase) >> 0,
        x1, x2, x3;

      if (Math.random() >= this.glitchThreshold) {
        x0 *= this.glitchAmplitude;
      }

      x1 = this.width - this.textWidth >> 1;
      x2 = x1 + x0;
      x3 = x1 - x0;


      this.context.clearRect(0, 0, this.width, this.height);
      this.context.globalAlpha = this.alphaMin + ((1 - this.alphaMin) * Math.random());

      switch (this.channel) {
        case 0:
          this.renderChannels(x1, x2, x3);
          break;
        case 1:
          this.renderChannels(x2, x3, x1);
          break;
        case 2:
          this.renderChannels(x3, x1, x2);
          break;
      }
        this.renderScanline();
        if (Math.floor(Math.random() * 2) > 1) {
          this.renderScanline();
          // renders a second scanline 50% of the time
        }
    },

    renderChannels: function (x1, x2, x3) {
      this.context.font = this.font;
      this.context.fillStyle = "rgb(255,0,0)";
      this.context.fillText(this.text, x1, this.height / 2);

      this.context.globalCompositeOperation = this.compOp;

      this.context.fillStyle = "rgb(0,255,0)";
      this.context.fillText(this.text, x2, this.height / 2);
      this.context.fillStyle = "rgb(0,0,255)";
      this.context.fillText(this.text, x3, this.height / 2);
    },

    renderScanline: function () {
      var y = this.height * Math.random() >> 0,
        o = this.context.getImageData(0, y, this.width, 1),
        d = o.data,
        i = d.length,
        s = this.scanlineBase + this.scanlineRange * Math.random() >> 0,
        x = -this.scanlineShift + this.scanlineShift * 2 * Math.random() >> 0;

      while (i-- > 0) {
        d[i] += s;
      }

      this.context.putImageData(o, x, y);
    },

    resize: function () {
      this.width = document.documentElement.offsetWidth;
      //this.height = window.innerHeight;
            this.height = document.documentElement.offsetHeight;
      if (this.canvas) {
        this.canvas.height = this.height;
        //document.documentElement.offsetHeight;
        this.canvas.width = this.width;
        //document.documentElement.offsetWidth;
        this.textSize = Math.floor(this.canvas.width / 7);
        // RE-sets text size based on window size
        if (this.textSize > this.height) {
          this.textSize = Math.floor(this.canvas.height/1.5); }
          // tries to make text fit if window is
          // very wide, but not very tall
        this.font = '900 ' + this.textSize + 'px "Orbitron"';
        this.context.font = this.font;
      }
    }
  };

  document.onload = glitcher.init();
  window.onresize = glitcher.resize();
  // return;
 // executes anonymous function onload
})();

            
          
!
999px

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