Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

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

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

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.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div id="world"></div>

              
            
!

CSS

              
                   * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
/*       background: black; */
/*       text-align: center; */
      outline: none;
    }



    #world {
      width: 100%;
      height: 100vh;
			      background: black;
    }

canvas {
	    left: calc(50% - 325px);
    position: absolute;

}
              
            
!

JS

              
                import { EffectComposer } from "https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/UnrealBloomPass.js";
import { OBJLoader } from "https://unpkg.com/three@0.120.0/examples/jsm/loaders/OBJLoader";
import { OrbitControls } from "https://unpkg.com/three@0.120.0/examples/jsm/controls/OrbitControls";
var cardtemplate = "https://raw.githubusercontent.com/pizza3/asset/master/cardtemplate3.png";
var cardtemplateback = "https://raw.githubusercontent.com/pizza3/asset/master/cardtemplateback4.png";
var flower = "https://raw.githubusercontent.com/pizza3/asset/master/flower3.png";
var noise2 = "https://raw.githubusercontent.com/pizza3/asset/master/noise2.png";
var color11 = "https://raw.githubusercontent.com/pizza3/asset/master/color11.png";
var backtexture = "https://raw.githubusercontent.com/pizza3/asset/master/color3.jpg";
var skullmodel = "https://raw.githubusercontent.com/pizza3/asset/master/skull5.obj";
var voronoi = "https://raw.githubusercontent.com/pizza3/asset/master/rgbnoise2.png";


var scene,
  sceneRTT,
  camera,
  cameraRTT,
  renderer,
  container,
  width = 1301,
  height = window.innerHeight,
  frontmaterial,
  backmaterial,
  controls,
  bloomPass,
  composer,
  frontcard,
  backcard;
var options = {
  exposure: 2.8,
  bloomStrength: 0.8,
  bloomThreshold: 0,
  bloomRadius: 1.29,
  color0: [197, 81, 245],
  color1: [65, 0, 170],
  color2: [0, 150, 255],
  isanimate: false,
};

var gui = new dat.GUI();

var bloom = gui.addFolder("Bloom");
bloom.add(options, "bloomStrength", 0.0, 5.0).name("bloomStrength").listen();
bloom.add(options, "bloomRadius", 0.1, 2.0).name("bloomRadius").listen();
bloom.open();
var color = gui.addFolder("Colors");
color.addColor(options, "color0").name("Border");
color.addColor(options, "color1").name("Base");
color.addColor(options, "color2").name("Eye");
color.open();
var isanim = gui.addFolder("Animate");
isanim.add(options, "isanimate").name("Animate");
isanim.open();

gui.close()
const vert = `
  varying vec2 vUv;
  varying vec3 camPos;
  varying vec3 eyeVector;
  varying vec3 vNormal;

  void main() {
    vUv = uv;
    camPos = cameraPosition;
    vNormal = normal;
    vec4 worldPosition = modelViewMatrix * vec4( position, 1.0);
    eyeVector = normalize(worldPosition.xyz - abs(cameraPosition));
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  }
`;

const fragPlane = `
	varying vec2 vUv;
  uniform sampler2D skullrender;
  uniform sampler2D cardtemplate;
  uniform sampler2D backtexture;
  uniform sampler2D noiseTex;
  uniform sampler2D color;
  uniform sampler2D noise;
  uniform vec4 resolution;
  varying vec3 camPos;
  varying vec3 eyeVector;
  varying vec3 vNormal;

  float Fresnel(vec3 eyeVector, vec3 worldNormal) {
    return pow( 1.0 + dot( eyeVector, worldNormal), 1.80 );
  }

  void main() {
    vec2 uv = gl_FragCoord.xy/resolution.xy ;
    vec4 temptex = texture2D( cardtemplate, vUv);
    vec4 skulltex = texture2D( skullrender, uv - 0.5 );
    gl_FragColor = temptex;
    float f = Fresnel(eyeVector, vNormal);
    vec4 noisetex = texture2D( noise, mod(vUv*2.,1.));
    if(gl_FragColor.g >= .5 && gl_FragColor.r < 0.6){
      gl_FragColor = f + skulltex;
      gl_FragColor += noisetex/5.;

    } else {
      vec4 bactex = texture2D( backtexture, vUv);
      float tone = pow(dot(normalize(camPos), normalize(bactex.rgb)), 1.);
      vec4 colortex = texture2D( color, vec2(tone,0.));

      //sparkle code, dont touch this!
      vec2 uv2 = vUv;
      vec3 pixeltex = texture2D(noiseTex,mod(uv*5.,1.)).rgb;      
      float iTime = 1.*0.004;
      uv.y += iTime / 10.0;
      uv.x -= (sin(iTime/10.0)/2.0);
      uv2.y += iTime / 14.0;
      uv2.x += (sin(iTime/10.0)/9.0);
      float result = 0.0;
      result += texture2D(noiseTex, mod(uv*4.,1.) * 0.6 + vec2(iTime*-0.003)).r;
      result *= texture2D(noiseTex, mod(uv2*4.,1.) * 0.9 + vec2(iTime*+0.002)).b;
      result = pow(result, 10.0);
      gl_FragColor *= colortex;
      gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.;
      // gl_FragColor += vec4(108.0)*result;

    }

    gl_FragColor.a = temptex.a;
  }
`;

const fragPlaneback = `
	varying vec2 vUv;
  uniform sampler2D skullrender;
  uniform sampler2D cardtemplate;
  uniform sampler2D backtexture;
  uniform sampler2D noiseTex;
  uniform sampler2D color;
  uniform sampler2D noise;
  uniform vec4 resolution;
  varying vec3 camPos;
  varying vec3 eyeVector;
  varying vec3 vNormal;

  float Fresnel(vec3 eyeVector, vec3 worldNormal) {
    return pow( 1.0 + dot( eyeVector, worldNormal), 1.80 );
  }

  void main() {
    vec2 uv = gl_FragCoord.xy/resolution.xy ;
    vec4 temptex = texture2D( cardtemplate, vUv);
    vec4 skulltex = texture2D( skullrender, vUv );
    gl_FragColor = temptex;
    vec4 noisetex = texture2D( noise, mod(vUv*2.,1.));
    float f = Fresnel(eyeVector, vNormal);

    vec2 uv2 = vUv;
    vec3 pixeltex = texture2D(noiseTex,mod(uv*5.,1.)).rgb;      
    float iTime = 1.*0.004;
    uv.y += iTime / 10.0;
    uv.x -= (sin(iTime/10.0)/2.0);
    uv2.y += iTime / 14.0;
    uv2.x += (sin(iTime/10.0)/9.0);
    float result = 0.0;
    result += texture2D(noiseTex, mod(uv*4.,1.) * 0.6 + vec2(iTime*-0.003)).r;
    result *= texture2D(noiseTex, mod(uv2*4.,1.) * 0.9 + vec2(iTime*+0.002)).b;
    result = pow(result, 10.0);


    vec4 bactex = texture2D( backtexture, vUv);
    float tone = pow(dot(normalize(camPos), normalize(bactex.rgb)), 1.);
    vec4 colortex = texture2D( color, vec2(tone,0.));
    if(gl_FragColor.g >= .5 && gl_FragColor.r < 0.6){
      float tone = pow(dot(normalize(camPos), normalize(skulltex.rgb)), 1.);
      vec4 colortex2 = texture2D( color, vec2(tone,0.));
      if(skulltex.a > 0.2){
        gl_FragColor = colortex;
        // gl_FragColor += vec4(108.0)*result;
        // gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.;
      } else {
        gl_FragColor = vec4(0.) + f;
        gl_FragColor += noisetex/5.;
      }
      gl_FragColor += noisetex/5.;
    
    } else {
      //sparkle code, dont touch this!    
      gl_FragColor *= colortex;
      gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.;
    }

  }
`;
const vertskull = `
      varying vec3 vNormal;
      varying vec3 camPos;
      varying vec3 vPosition;
      varying vec2 vUv;
      varying vec3 eyeVector;

      void main() {
        vNormal = normal;
        vUv = uv;
        camPos = cameraPosition;
        vPosition = position;
        vec4 worldPosition = modelViewMatrix * vec4( position, 1.0);
        eyeVector = normalize(worldPosition.xyz - cameraPosition);
        gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
      }
`;
const fragskull = `
      #define NUM_OCTAVES 5
      uniform vec4 resolution;
      varying vec3 vNormal;
      varying vec3 vPosition;
      uniform float time;
      varying vec3 camPos;
      varying vec2 vUv;
      uniform vec3 color1;
      uniform vec3 color0;
      varying vec3 eyeVector;

      
      float rand(vec2 n) {
        return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
      }

      float noise(vec2 p){
        vec2 ip = floor(p);
        vec2 u = fract(p);
        u = u*u*(3.0-2.0*u);

        float res = mix(
          mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
          mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
        return res*res;
      }

      float fbm(vec2 x) {
        float v = 0.0;
        float a = 0.5;
        vec2 shift = vec2(100);
        // Rotate to reduce axial bias
        mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
        for (int i = 0; i < NUM_OCTAVES; ++i) {
          v += a * noise(x);
          x = rot * x * 2.0 + shift;
          a *= 0.5;
        }
        return v;
      }

      float setOpacity(float r, float g, float b) {
        float tone = (r + g + b) / 3.0;
        float alpha = 1.0;
        if(tone<0.69) {
          alpha = 0.0;
        }
        return alpha;
      }

      vec3 rgbcol(float r, float g, float b) {
        return vec3(r/255.0,g/255.0,b/255.0);
      }

      float Fresnel(vec3 eyeVector, vec3 worldNormal) {
        return pow( 1.0 + dot( eyeVector, worldNormal), 3.0 );
      }
     
      void main() {
        vec2 olduv = gl_FragCoord.xy/resolution.xy ;
        float f = Fresnel(eyeVector, vNormal);
        float gradient2 = (f)*(.3 - vPosition.y) ;
        float scale = 8.;
        // olduv *= 0.5;
        // olduv.y -= 0.5; 
        olduv.y = olduv.y - time;
        vec2 p = olduv*scale;
        float noise = fbm( p + time );
        
        vec2 uv = gl_FragCoord.xy/resolution.xy ; 
        //  uv = normalize( vNormal ).xy ; 


        vec3 newCam = vec3(0.,5.,10.);
        float gradient = dot(.0 -  normalize( newCam ), normalize( vNormal )) ;

        vec3 viewDirectionW = normalize(camPos - vPosition);
        float fresnelTerm = dot(viewDirectionW, vNormal);  
        fresnelTerm = clamp( 1. - fresnelTerm, 0., 1.) ;

        vec3 color = vec3(noise) + gradient;
        vec3 color2 = color - 0.2;


        float noisetone = setOpacity(color.r,color.g,color.b);
        float noisetone2 = setOpacity(color2.r,color2.g,color2.b);



        vec4 backColor = vec4(color, 1.);
        backColor.rgb = rgbcol(color0.r,color0.g,color0.b)*noisetone;
        // backColor.a = noisetone;

        vec4 frontColor = vec4(color2, 1.);
        frontColor.rgb = rgbcol(color1.r,color1.g,color1.b)*noisetone;
        // frontColor.a = noisetone2;

        if(noisetone2>0.0){
          // show first color
          gl_FragColor = frontColor;
        } else {
          // show 2nd color
          gl_FragColor = backColor;
        }
      }

`;
function init() {
  container = document.getElementById("world");

  camera = new THREE.PerspectiveCamera(
    30,
    1301 / 2 / window.innerHeight,
    1,
    10000
  );
  camera.position.z = 100;
  cameraRTT = new THREE.PerspectiveCamera(
    30,
    1301 / 2 / window.innerHeight,
    1,
    10000
  );
  // cameraRTT.position.z = 70;
  // cameraRTT.position.y = -14.5;
  cameraRTT.position.z = 30;
  cameraRTT.position.y = -3.5;

  scene = new THREE.Scene();
  sceneRTT = new THREE.Scene();
  renderer = new THREE.WebGLRenderer({ antialias: true, autoSize: true });
  renderer.setPixelRatio(2);
  renderer.setSize(1301 / 2, window.innerHeight);
  renderer.autoClear = false;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.interpolateneMapping = THREE.ACESFilmicToneMapping;
  renderer.outputEncoding = THREE.sRGBEncoding;
  controls = new OrbitControls(camera, renderer.domElement);
  controls.enableZoom = false;
  controls.update();
  document.getElementById("world").appendChild(renderer.domElement);
  //
  var renderScene = new RenderPass(sceneRTT, cameraRTT);
  bloomPass = new UnrealBloomPass(
    new THREE.Vector2(1301, window.innerHeight),
    0.7,
    0.4,
    0.85
  );
  composer = new EffectComposer(renderer);
  composer.renderToScreen = false;
  composer.addPass(renderScene);
  composer.addPass(bloomPass);
  //
  plane();
  planeback();
  loadskull();
  animate();
}

function plane() {
  var geometry = new THREE.PlaneGeometry(20, 30);
  frontmaterial = new THREE.ShaderMaterial({
    uniforms: {
      cardtemplate: {
        type: "t",
        value: new THREE.TextureLoader().load(cardtemplate),
      },
      backtexture: {
        type: "t",
        value: new THREE.TextureLoader().load(backtexture),
      },
      noise: {
        type: "t",
        value: new THREE.TextureLoader().load(noise2),
      },
      skullrender: {
        type: "t",
        value: composer.readBuffer.texture,
      },
      resolution: {
        value: new THREE.Vector2(1301 / 2, window.innerHeight),
      },
      noiseTex: {
        type: "t",
        value: new THREE.TextureLoader().load(voronoi),
      },
      color: {
        type: "t",
        value: new THREE.TextureLoader().load(color11),
      },
    },
    fragmentShader: fragPlane,
    vertexShader: vert,
    transparent: true,
    depthWrite: false,
  });

  frontcard = new THREE.Mesh(geometry, frontmaterial);
  scene.add(frontcard);
}

function planeback() {
  var geometry = new THREE.PlaneGeometry(20, 30);
  backmaterial = new THREE.ShaderMaterial({
    uniforms: {
      cardtemplate: {
        type: "t",
        value: new THREE.TextureLoader().load(cardtemplateback),
      },
      backtexture: {
        type: "t",
        value: new THREE.TextureLoader().load(backtexture),
      },
      noise: {
        type: "t",
        value: new THREE.TextureLoader().load(noise2),
      },
      skullrender: {
        type: "t",
        value: new THREE.TextureLoader().load(flower),
      },
      resolution: {
        value: new THREE.Vector2(1301 / 2, window.innerHeight),
      },
      noiseTex: {
        type: "t",
        value: new THREE.TextureLoader().load(voronoi),
      },
      color: {
        type: "t",
        value: new THREE.TextureLoader().load(color11),
      },
    },
    fragmentShader: fragPlaneback,
    vertexShader: vert,
    transparent: true,
    depthWrite: false,
  });
  backcard = new THREE.Mesh(geometry, backmaterial);
  backcard.rotation.set(0, Math.PI, 0);
  scene.add(backcard);
}
var eye,
  eye2,
  basicmat,
  skullmaterial,
  modelgroup = new THREE.Group();

function loadskull() {
  skullmaterial = new THREE.ShaderMaterial({
    uniforms: {
      time: {
        type: "f",
        value: 0.0,
      },
      color1: {
        value: new THREE.Vector3(...options.color1),
      },
      color0: {
        value: new THREE.Vector3(...options.color0),
      },
      resolution: {
        value: new THREE.Vector2(1301, window.innerHeight),
      },
    },
    fragmentShader: fragskull,
    vertexShader: vertskull,
    // depthWrite: false,
  });

  var spheregeo = new THREE.SphereGeometry(1.5, 32, 32);
  basicmat = new THREE.MeshBasicMaterial();
  basicmat.color.setRGB(...options.color2);
  eye = new THREE.Mesh(spheregeo, basicmat);
  eye2 = new THREE.Mesh(spheregeo, basicmat);
  eye.position.set(-2.2, -2.2, -6.6);
  eye2.position.set(2.2, -2.2, -6.6);
  modelgroup = new THREE.Object3D();
  modelgroup.add(eye);
  modelgroup.add(eye2);
  var objloader = new OBJLoader();
  objloader.load(skullmodel, function (object) {
    var mesh2 = object.clone();
    mesh2.position.set(0, 0, -10);
    mesh2.rotation.set(Math.PI, 0, Math.PI);

    mesh2.children.forEach((val, key) => {
      val.traverse(function (child) {
        child.geometry = new THREE.Geometry().fromBufferGeometry(
          child.geometry
        );
        child.geometry.mergeVertices();
        child.material = skullmaterial;
        child.verticesNeedUpdate = true;
        child.normalsNeedUpdate = true;
        child.uvsNeedUpdate = true;
        child.material.flatShading = THREE.SmoothShading;
        child.geometry.computeVertexNormals();
      });
      mesh2.scale.set(8, 8, 8);

      modelgroup.add(mesh2);
      sceneRTT.add(modelgroup);
    });
  });
}
var matrix = new THREE.Matrix4();
var period = 5;
var clock = new THREE.Clock();

function updateDraw(deltaTime) {
  modelgroup.rotation.set(-camera.rotation._x, -camera.rotation._y, 0);
  if (options.isanimate) {
    matrix.makeRotationY((clock.getDelta() * 0.7 * Math.PI) / period);
    camera.position.applyMatrix4(matrix);
    camera.lookAt(frontcard.position);
  }

  bloomPass.threshold = options.bloomThreshold;
  bloomPass.strength = options.bloomStrength;
  bloomPass.radius = options.bloomRadius;

  if (skullmaterial) {
    skullmaterial.uniforms.time.value = deltaTime / 4000;
    skullmaterial.uniforms.color1.value = new THREE.Vector3(...options.color1);
    skullmaterial.uniforms.color0.value = new THREE.Vector3(...options.color0);
    eye2.material.color.setRGB(...options.color2);
    eye.material.color.setRGB(...options.color2);
  }
}

function animate(deltaTime) {
  requestAnimationFrame(animate);
  updateDraw(deltaTime);
  composer.render();
  renderer.render(scene, camera);
}
function handleResize() {
  camera.aspect = 1301 / 2 / window.innerHeight;
  camera.updateProjectionMatrix();
  frontcard.material.uniforms.resolution.value = new THREE.Vector2(
    1301 / 2,
    window.innerHeight
  );
  skullmaterial.uniforms.resolution.value = new THREE.Vector2(
    1301,
    window.innerHeight
  );
  renderer.setPixelRatio(2);
  renderer.setSize(1301 / 2, window.innerHeight);
}
window.addEventListener("load", init, false);
window.addEventListener("resize", handleResize, false);

              
            
!
999px

Console