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HTML

              
                <!-- VertexShader code here -->
<script id="vertexShader" type="x-shader/x-vertex">#version 300 es
precision highp float;
in vec4 vPosition;
void main() {
	gl_Position = vPosition;
}
</script>
<!-- FragmentShader code here -->
<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 fragColor;
  
uniform vec4 mouse;
uniform vec2 resolution;
uniform float time;

#define R   resolution
#define T   time
#define M   mouse
#define PI  3.14159265359
#define PI2 6.28318530718

#define MAX_DIST    30.00
#define MIN_DIST    0.001

float hash21(vec2 a){ return fract(sin(dot(a, vec2(27.609, 57.583)))*43758.5453); }
mat2 rot(float a) { return mat2(cos(a),sin(a),-sin(a),cos(a)); }

//@iq https://iquilezles.org/www/articles/palettes/palettes.htm
vec3 hue(float t){ 
    vec3 d = vec3(0.510,0.584,0.349);
    return .45+.4*cos( PI2*t*vec3(.95,.97,.88)*d ); 
}

//@iq cylinder	
float box(vec3 p, vec3 b) {
  vec3 q = abs(p) - b;
  return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}

const float sz = 2.;
const float hl = sz*.5;
const vec2 boxSize = vec2(sz*.465,.15);
const float density = 16.;

//global
vec3 hit,ghp;
vec2 cellId,gid;
float lpscale,movement;
mat2 turn;

vec2 map(vec3 q){
    vec2 res = vec2(1e5,0.);

    vec2 p = q.xz;
    p*=turn;
    float r = length(p);
	  p = vec2(log(r), atan(p.y, p.x));

	  p *= lpscale;
	  float mul = r/lpscale;
    p.y -= hl;
    
    p.x += .0 + movement;
    
    vec2 id = floor((p+hl)/sz) - 1.5;
    p = mod(p+hl,sz)-hl;

    vec3 lp = vec3(p.x, max(0.0, q.y/mul), p.y);
    
    float bx = box(lp,boxSize.xyx)-.035;
    if(bx<res.x) {
        res = vec2(bx*mul,2.);
        gid = id;
        ghp = lp;
    }

    return res;
}

// Tetrahedron technique @iq
// https://www.iquilezles.org/www/articles/normalsSDF
vec3 normal(vec3 p, float t)
{
    float e = MIN_DIST*t;
    vec2 h =vec2(1,-1)*.5773;
    vec3 n = h.xyy * map(p+h.xyy*e).x+
             h.yyx * map(p+h.yyx*e).x+
             h.yxy * map(p+h.yxy*e).x+
             h.xxx * map(p+h.xxx*e).x;
    return normalize(n);
}
vec3 truchet(vec2 vuv) {

    float px = fwidth(length(vuv)/PI);

    vec2 id   = cellId;
    vec2 grid = vuv;
    
    float hs = hash21(id);
    if(hs>.5) grid.x*=-1.;
    
    vec3 h = vec3(0); 
    vec3 bc= vec3(1);
    
    float chk = mod(id.y + id.x,2.) * 2. - 1.;

    vec2 d2 = vec2(length(grid-hl), length(grid+hl));
    vec2 gx = d2.x<d2.y? vec2(grid-hl) : vec2(grid+hl);

    float circle = length(gx)-hl;
    float circle2 = abs(abs(circle)-.125)-(.085+.065*sin(vuv.x*3.25) );
    circle2=abs(abs(circle2)-.04)-.02;
    circle2=smoothstep(-px,px,circle2);
    
    // color flip for every other one and then ones 
    // thats are flipped by the hash
    circle=(chk>0.^^ hs>.5) ? smoothstep(px,-px,circle) : smoothstep(-px,px,circle);
    
    vec2 sx = abs(grid)-hl;
    float cbx = length(sx)-.35;
    cbx=abs(abs(cbx)-.075)-(.025+.015*sin(vuv.x*3.25));
    cbx=smoothstep(px,-px,cbx);
    h = mix(h, bc, min(circle2,circle));
    h = mix(h, bc, cbx);
    return h;
}

void main()
{
    // pre-cal
    // dont you know you have to chew
    // your variables before using
    lpscale = floor(density)/PI;
    movement = time*lpscale * .123;
    turn = rot(T*5.*PI/180.);
    
    vec2 F = gl_FragCoord.xy;
    vec2 uv = (2.* F.xy-R.xy)/max(R.x,R.y);

    vec3 ro = vec3(0, 0, 8);
    vec3 rd = normalize(vec3(uv, -1.0));
    
    // mouse //
    float x = M.xy==vec2(0) ? 0. : -(M.y/R.y*.25-.125)*PI;
    float y = M.xy==vec2(0) ? 0. : -(M.x/R.x*.5-.25)*PI;
    mat2 rx =rot((-.75+.2*sin(T*.1))+x);
    mat2 ry =rot((.8*sin(T*.3))+y);
    ro.zy*=rx;rd.zy*=rx;
    ro.xz*=ry;rd.xz*=ry;

    vec3 C = vec3(0);
    float m = 0.;
    float d = 0.;
    vec3 p = ro;
    
    for(int i=0;i<100;i++)
    {
        p = ro + rd * d;
        vec2 ray = map(p);
        if(abs(ray.x)<MIN_DIST*d||d>MAX_DIST)break;
        d += i<64? ray.x*.5: ray.x;
        m  = ray.y;
    } 

    hit = ghp;
    cellId = gid;
    
    float alpha = 0.;
    if(d<MAX_DIST)
    {
        vec3 n = normal(p,d);
        vec3 lpos =  vec3(0,8,.5)*lpscale;
        vec3 l = normalize(lpos-p);

        float diff = clamp(dot(n,l),0.,1.);
        vec3 view = normalize(p - ro);
        vec3 ret = reflect(normalize(lpos), n);
        float spec =  0.75 * pow(max(dot(view, ret), 0.), 24.);

        vec3 h = vec3(.05);
  
        if(m==2.) h = truchet(hit.xz)* hue(100.+cellId.x*.1);

        C = h * diff + spec;
    }
    C = mix(vec3(0),C,exp(-.00125*d*d*d));
    
    C=pow(C, vec3(.4545));
    // Output to screen
    fragColor = vec4(C,1.0);
}
</script>
<div id="container" />
              
            
!

CSS

              
                html {
  height: 100%;
}
img {
  display: none;
}
body {
  background: #000;
  overflow: hidden;
  padding: 0;
  margin: 0;
  width: 100%;
  height: 100%;
  text-align: center;
}

canvas {
  height: 100%;
  width: 100%;
  margin: auto;
}

              
            
!

JS

              
                // Boostrap for WebGL and Attaching Shaders //
// Fragment & Vertex Shaders in HTML window //
class Render {
  constructor() {
    this.start = Date.now();
    // Setup WebGL canvas and surface object //
    // Make Canvas and get WebGl2 Context //
    let width = (this.width = ~~(document.documentElement.clientWidth,
    window.innerWidth || 0));
    let height = (this.height = ~~(document.documentElement.clientHeight,
    window.innerHeight || 0));
    const canvas = (this.canvas = document.createElement("canvas"));
    const container = document.getElementById("container");
    canvas.id = "GLShaders";

    canvas.width = width;
    canvas.height = height;
    document.body.appendChild(canvas);
    const gl = (this.gl = canvas.getContext("webgl2"));

    if (!gl) {
      console.warn("WebGL 2 is not available.");
      return;
    }
    // WebGl and WebGl2 Extension //
    this.gl.getExtension("OES_standard_derivatives");
    this.gl.getExtension("EXT_shader_texture_lod");
    this.gl.getExtension("OES_texture_float");
    this.gl.getExtension("WEBGL_color_buffer_float");
    this.gl.getExtension("OES_texture_float_linear");

    this.gl.viewport(0, 0, canvas.width, canvas.height);
    // always nice to let people resize
    window.addEventListener(
      "resize",
      () => {
        let width = ~~(document.documentElement.clientWidth,
        window.innerWidth || 0);
        let height = ~~(document.documentElement.clientHeight,
        window.innerHeight || 0);

        this.canvas.width = width;
        this.canvas.height = height;
        this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
        this.resolution = new Float32Array([width, height]);
        this.gl.uniform2fv(
          this.gl.getUniformLocation(this.program, "resolution"),
          this.resolution
        );
        this.clearCanvas();
      },
      false
    );

    this.init();
  }

  // Shader Bootstrap code //
  createShader = (type, source) => {
    const shader = this.gl.createShader(type);
    this.gl.shaderSource(shader, source);
    this.gl.compileShader(shader);
    const success = this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS);
    if (!success) {
      console.log(this.gl.getShaderInfoLog(shader));
      this.gl.deleteShader(shader);
      return false;
    }
    return shader;
  };

  createWebGL = (vertexSource, fragmentSource) => {
    // Setup Vertext/Fragment Shader functions
    this.vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexSource);
    this.fragmentShader = this.createShader(
      this.gl.FRAGMENT_SHADER,
      fragmentSource
    );

    // Setup Program and Attach Shader functions
    this.program = this.gl.createProgram();
    this.gl.attachShader(this.program, this.vertexShader);
    this.gl.attachShader(this.program, this.fragmentShader);
    this.gl.linkProgram(this.program);
    this.gl.useProgram(this.program);

    if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
      console.warn(
        "Unable to initialize the shader program: " +
          this.gl.getProgramInfoLog(this.program)
      );
      return null;
    }

    // Create and Bind buffer //
    const buffer = this.gl.createBuffer();
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);

    this.gl.bufferData(
      this.gl.ARRAY_BUFFER,
      new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]),
      this.gl.STATIC_DRAW
    );

    const vPosition = this.gl.getAttribLocation(this.program, "vPosition");

    this.gl.enableVertexAttribArray(vPosition);
    this.gl.vertexAttribPointer(
      vPosition,
      2, // size: 2 components per iteration
      this.gl.FLOAT, // type: the data is 32bit floats
      false, // normalize: don't normalize the data
      0, // stride: 0 = move forward size * sizeof(type) each iteration to get the next position
      0 // start at the beginning of the buffer
    );

    this.clearCanvas();
    this.importUniforms();
  };

  clearCanvas = () => {
    this.gl.clearColor(0, 0, 0, 0);
    this.gl.clear(this.gl.COLOR_BUFFER_BIT);
  };
  // add other uniforms here
  importUniforms = () => {
    const width = ~~(document.documentElement.clientWidth,
    window.innerWidth || 0);
    const height = ~~(document.documentElement.clientHeight,
    window.innerHeight || 0);
    this.resolution = new Float32Array([width, height]);
    this.gl.uniform2fv(
      this.gl.getUniformLocation(this.program, "resolution"),
      this.resolution
    );
    // get the uniform ins from the shader fragments
    this.ut = this.gl.getUniformLocation(this.program, "time");
  };
  // things that need to be updated per frame
  updateUniforms = () => {
    let tm = (Date.now() - this.start) / 1000;
    //prevent time from getting too big
    if (tm > 2000) this.start = Date.now();
    this.gl.uniform1f(this.ut, (Date.now() - this.start) / 1000);

    this.gl.drawArrays(
      this.gl.TRIANGLE_FAN, // primitiveType
      0, // Offset
      4 // Count
    );
  };

  // setup shaders and send to render loop
  init = () => {
    this.createWebGL(
      document.getElementById("vertexShader").textContent,
      document.getElementById("fragmentShader").textContent
    );
    this.renderLoop();
  };

  renderLoop = () => {
    this.updateUniforms();
    this.animation = window.requestAnimationFrame(this.renderLoop);
  };
}

const demo = new Render(document.body);

              
            
!
999px

Console