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<canvas class="webgl"></canvas>
<h1><small>With</small> Seasonal Wishes <small>from</small> PeHaa</h1>
<button id="play-music" type="button">Play music</button>
<footer>
<p>Built with Three.js and GSAP.</p>
<p>Inspired by <a href="https://threejs-audio-reactive-visual.netlify.app/">this demo by Francesco Michelini</a></p>
</footer>
<script type="x-shader/x-vertex" id="vertexShader">
uniform float uTime;
uniform float uSize;
attribute float aScale;
attribute vec3 aColor;
attribute float phi;
attribute float random;
//attribute float random1;
varying vec2 vUv;
varying vec3 vColor;
void main() {
float angle = phi;
angle += uTime * random;
angle = mod(angle, 39.3);
float radius = 0.065 * angle;
float rand = (random - 0.5) * 0.05 * pow(angle, .75);
vec3 myOffset =
vec3(radius * cos(angle) + rand,
2.9 - 2.7 * radius + rand +
0.1 * (random - .5) * pow(angle, .25) * sin(2.0 * uTime),
radius * sin(angle) + rand);
vec3 myPosition = myOffset;
vec4 modelPosition = modelMatrix * vec4(myPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
viewPosition.xyz += position * aScale * uSize;
gl_Position = projectionMatrix * viewPosition;
vColor = aColor;
vUv = uv;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
varying vec3 vColor;
varying vec2 vUv;
void main() {
vec2 uv = vUv;
vec3 color = vColor;
float strength = distance(uv, vec2(0.5));
strength *= 2.0;
strength = 1.0 - strength;
gl_FragColor = vec4(strength * color, 1.0);
}
</script>
<script type="x-shader/x-vertex" id="vertexShaderExt">
#define M_PI 3.1415926535897932384626433832795
varying float vColorMix;
varying vec2 vUv;
uniform float uTime;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
mat3 rotation3dY(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat3(
c, 0.0, -s,
0.0, 1.0, 0.0,
s, 0.0, c
);
}
vec3 rotateY(vec3 v, float angle) {
return rotation3dY(angle) * v;
}
void main() {
float t = uTime * 0.1;
float n = snoise(vec3(position.xy, t)*.2 + t);
vec3 pos = position + n * 0.1;
pos += 0.1*snoise(pos + t);
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
vUv = uv;
vColorMix = n;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShaderExt">
varying float vColorMix;
varying vec2 vUv;
void main() {
float n = vColorMix;
vec2 uv = vUv;
gl_FragColor = vec4(mix(vec3(uv, 1.0), vec3(0.0, 1.0, 1.0), 1.0 - n*n) , n * n * n );
}
</script>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
overflow: hidden;
background: #00101a;
}
body {
font-family: fino-sans, sans-serif;
-webkit-font-smoothing: antialiased;
font-weight: 700;
font-style: normal;
}
.webgl {
position: fixed;
width: 100vw;
height: 100vh;
}
button {
position: absolute;
bottom: 3rem;
left: 50%;
transform: translateX(-50%);
-webkit-appearance: none;
background: crimson;
color: white;
font: inherit;
font-size: 1.5rem;
padding: 0.75rem 2.5rem;
border: none;
border-radius: 1.75rem;
cursor: pointer;
}
h1 {
position: absolute;
color: white;
top: 3rem;
left: 3rem;
right: 3rem;
text-align: center;
font-size: 3rem;
}
footer {
position: absolute;
left: 0.5rem;
bottom: 0.5rem;
color: white;
font-family: monospace;
font-size: 14px;
font-weight: 400;
}
a {
color: inherit;
}
import * as THREE from "https://cdn.skypack.dev/three@0.135.0";
/*import {
BloomEffect,
EffectComposer,
EffectPass,
RenderPass,
BlendFunction,
KernelSize
} from "https://cdn.skypack.dev/postprocessing";*/
import { gsap } from "https://cdn.skypack.dev/gsap@3.8.0";
class World {
constructor({
canvas,
width,
height,
cameraPosition,
fieldOfView = 75,
nearPlane = 0.1,
farPlane = 100
}) {
this.parameters = {
count: 1500,
max: 12.5 * Math.PI,
a: 2,
c: 4.5
};
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color("#00101a");
this.clock = new THREE.Clock();
this.data = 0;
this.time = { current: 0, t0: 0, t1: 0, t: 0, frequency: 0.0005 };
this.angle = { x: 0, z: 0 };
this.width = width || window.innerWidth;
this.height = height || window.innerHeight;
this.aspectRatio = this.width / this.height;
this.fieldOfView = fieldOfView;
this.camera = new THREE.PerspectiveCamera(
this.fieldOfView,
this.aspectRatio,
nearPlane,
farPlane
);
this.camera.position.set(
cameraPosition.x,
cameraPosition.y,
cameraPosition.z
);
this.scene.add(this.camera);
this.renderer = new THREE.WebGLRenderer({
canvas,
powerPreference: "high-performance",
antialias: false,
stencil: false,
depth: false
});
this.pixelRatio = Math.min(window.devicePixelRatio, 2);
this.renderer.setPixelRatio(this.pixelRatio);
this.renderer.setSize(this.width, this.height);
this.timer = 0;
this.addToScene();
this.addButton();
this.render();
// this.postProcessing();
this.listenToResize();
}
start() {}
render() {
this.renderer.render(this.scene, this.camera);
this.composer && this.composer.render();
}
loop() {
this.time.elapsed = this.clock.getElapsedTime();
this.time.delta = Math.min(
60,
(this.time.current - this.time.elapsed) * 1000
);
if (this.analyser && this.isRunning) {
this.time.t = this.time.elapsed - this.time.t0 + this.time.t1;
this.data = this.analyser.getAverageFrequency();
this.data *= this.data / 2000;
this.angle.x += this.time.delta * 0.001 * 0.63;
this.angle.z += this.time.delta * 0.001 * 0.39;
const justFinished = this.isRunning && !this.sound.isPlaying;
if (justFinished) {
this.time.t1 = this.time.t;
this.audioBtn.textContent = "Play again";
this.audioBtn.disabled = false;
this.isRunning = false;
const tl = gsap.timeline();
this.angle.x = 0;
this.angle.z = 0;
tl.to(this.camera.position, {
x: 0,
z: 4.5,
duration: 4,
ease: "expo.in"
});
tl.to(this.audioBtn, {
opacity: () => 1,
duration: 1,
ease: "power1.out"
});
} else {
this.camera.position.x = Math.sin(this.angle.x) * this.parameters.a;
this.camera.position.z = Math.min(
Math.max(Math.cos(this.angle.z) * this.parameters.c, -4.5),
4.5
);
}
}
this.camera.lookAt(this.scene.position);
this.spiralMaterial.uniforms.uTime.value +=
this.time.delta * this.time.frequency * (1 + this.data * 0.2);
this.extMaterial.uniforms.uTime.value +=
this.time.delta * this.time.frequency;
//this.mesh.rotation.y += 0.0001 * this.time.delta * data
for (const octa of this.octas.children) {
octa.rotation.y += this.data
? (0.001 * this.time.delta * this.data) / 5
: 0.001 * this.time.delta;
}
this.octas.rotation.y -= 0.0002 * this.time.delta;
this.externalSphere.rotation.y += 0.0001 * this.time.delta;
this.render();
this.time.current = this.time.elapsed;
requestAnimationFrame(this.loop.bind(this));
}
listenToResize() {
window.addEventListener("resize", () => {
// Update sizes
this.width = window.innerWidth;
this.height = window.innerHeight;
// Update camera
this.camera.aspect = this.width / this.height;
this.camera.updateProjectionMatrix();
// Update renderer
this.renderer.setSize(this.width, this.height);
this.composer.setSize(this.width, this.height);
});
}
addSpiral() {
this.spiralMaterial = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent,
uniforms: {
uTime: { value: 0 },
uSize: { value: 0.045 }
},
depthWrite: false,
blending: THREE.AdditiveBlending
});
const count = this.parameters.count; //2000
const scales = new Float32Array(count * 1);
const colors = new Float32Array(count * 3);
const phis = new Float32Array(count);
const randoms = new Float32Array(count);
const randoms1 = new Float32Array(count);
const colorChoices = ["pink", "green", "cyan", "wheat", "red"];
const squareGeometry = new THREE.PlaneGeometry(1, 1);
this.instancedGeometry = new THREE.InstancedBufferGeometry();
Object.keys(squareGeometry.attributes).forEach((attr) => {
this.instancedGeometry.attributes[attr] = squareGeometry.attributes[attr];
});
this.instancedGeometry.index = squareGeometry.index;
this.instancedGeometry.maxInstancedCount = count;
for (let i = 0; i < count; i++) {
const i3 = 3 * i;
const colorIndex = Math.floor(Math.random() * colorChoices.length);
const color = new THREE.Color(colorChoices[colorIndex]);
phis[i] = Math.random() * this.parameters.max;
randoms[i] = Math.random();
scales[i] = Math.random();
colors[i3 + 0] = color.r;
colors[i3 + 1] = color.g;
colors[i3 + 2] = color.b;
}
this.instancedGeometry.setAttribute(
"phi",
new THREE.InstancedBufferAttribute(phis, 1, false)
);
this.instancedGeometry.setAttribute(
"random",
new THREE.InstancedBufferAttribute(randoms, 1, false)
);
this.instancedGeometry.setAttribute(
"aScale",
new THREE.InstancedBufferAttribute(scales, 1, false)
);
this.instancedGeometry.setAttribute(
"aColor",
new THREE.InstancedBufferAttribute(colors, 3, false)
);
this.spiral = new THREE.Mesh(this.instancedGeometry, this.spiralMaterial);
console.log(this.spiral);
this.scene.add(this.spiral);
}
addExternalSphere() {
this.extMaterial = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertexShaderExt").textContent,
fragmentShader: document.getElementById("fragmentShaderExt").textContent,
uniforms: {
uTime: { value: 0 },
uColor: { value: new THREE.Color("orange") }
},
wireframe: true,
transparent: true
});
const geometry = new THREE.SphereGeometry(6, 128, 128);
this.externalSphere = new THREE.Mesh(geometry, this.extMaterial);
this.scene.add(this.externalSphere);
}
addOctahedron({ color = "white", scale, position = [0, 0, 0] }) {
const octa = new THREE.Mesh(
this.octaGeometry,
new THREE.MeshBasicMaterial({
wireframe: true,
color
})
);
octa.scale.set(...scale);
octa.position.set(...position);
this.octas.add(octa);
}
addOctahedrons() {
this.octas = new THREE.Group();
this.octaGeometry = new THREE.OctahedronGeometry(0.2, 0);
this.addOctahedron({ color: "red", scale: [1, 1.4, 1] });
this.addOctahedron({
color: "tomato",
position: [0, 0.85, 0],
scale: [0.5, 0.7, 0.5]
});
this.addOctahedron({
color: "red",
position: [1, -0.75, 0],
scale: [0.5, 0.7, 0.5]
});
this.addOctahedron({
color: "tomato",
position: [-0.75, -1.75, 0],
scale: [1, 1.2, 1]
});
this.addOctahedron({
color: "red",
position: [0.5, -1.2, 0.5],
scale: [0.25, 0.37, 0.25]
});
this.scene.add(this.octas);
}
addToScene() {
this.addSpiral();
this.addExternalSphere();
this.addOctahedrons();
}
addButton() {
this.audioBtn = document.querySelector("button");
this.audioBtn.addEventListener("click", () => {
this.audioBtn.disabled = true;
if (this.analyser) {
this.sound.play();
this.time.t0 = this.time.elapsed;
this.data = 0;
this.isRunning = true;
gsap.to(this.audioBtn, {
opacity: 0,
duration: 1,
ease: "power1.out"
});
} else {
this.audioBtn.textContent = "Loading...";
this.loadMusic().then(() => {
console.log("music loaded");
});
}
});
}
loadMusic() {
return new Promise((resolve) => {
const listener = new THREE.AudioListener();
this.camera.add(listener);
// create a global audio source
this.sound = new THREE.Audio(listener);
const audioLoader = new THREE.AudioLoader();
audioLoader.load(
"https://assets.codepen.io/74321/short-snow_01.mp3",
(buffer) => {
this.sound.setBuffer(buffer);
this.sound.setLoop(false);
this.sound.setVolume(0.5);
this.sound.play();
this.analyser = new THREE.AudioAnalyser(this.sound, 32);
// get the average frequency of the sound
const data = this.analyser.getAverageFrequency();
this.isRunning = true;
this.t0 = this.time.elapsed;
resolve(data);
},
(progress) => {
gsap.to(this.audioBtn, {
opacity: () => 1 - progress.loaded / progress.total,
duration: 1,
ease: "power1.out"
});
},
(error) => {
console.log(error);
}
);
});
}
/*postProcessing() {
this.composer = new EffectComposer(this.renderer);
this.composer.addPass(new RenderPass(this.scene, this.camera));
this.composer.addPass(
new EffectPass(
this.camera,
new BloomEffect({
blendFunction: BlendFunction.SCREEN,
kernelSize: KernelSize.MEDIUM,
luminanceThreshold: 0.4,
intensity: 2.6,
luminanceSmoothing: 0.4,
height: 480
})
)
);
}*/
}
const world = new World({
canvas: document.querySelector("canvas.webgl"),
cameraPosition: { x: 0, y: 0, z: 4.5 }
});
world.loop();
Also see: Tab Triggers