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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  3.141592653
#define PI2 6.283185307

mat2 rot (float a) { return mat2(cos(a),sin(a),-sin(a),cos(a)); }
float hash21( vec2 p ) { return fract(sin(dot(p,vec2(23.43,84.21))) *4832.3234); }
float hash(in float n){return fract(sin(n)*43.54); }

float noise(in vec2 x) {
    vec2 p = floor(x);
    vec2 f = fract(x);
    f = f*f*(3.-2.*f);
    float n = p.x + p.y*57.;
    float res = mix(mix( hash(n+  0.1), hash(n+  1.1),f.x),
                    mix( hash(n+ 57.1), hash(n+ 58.1),f.x),f.y);
    return res;
}

//@iq
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);
}
float box( in vec2 p, in vec2 b ){
    vec2 d = abs(p)-b;
    return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}

vec3 hit,hitPoint;
vec2 gid,sid;

//@blackle domain rep trick using neighbor 
vec2 edge(vec2 p) {
    vec2 p2 = abs(p);
    if (p2.x > p2.y) return vec2((p.x < 0.) ? -1. : 1., 0.);
    else             return vec2(0., (p.y < 0.) ? -1. : 1.);
}

vec2 map(vec3 p) {  
    p.y+=4.;
	vec2 res = vec2(100.,-1.);

    vec2 center = floor(p.xz) + .5;
    vec2 tpos   = (p.xz - center);
    vec2 neighb = center + edge(tpos);

    float hs = hash21(center);
    float h2 = hash21(center.yx);
    float chk = mod(center.y+center.x,2.)*2.-1.;
    
    float height = .25 + .15 * sin(center.y+T *1.25);
    height += .25 + .15 * sin(center.x+T *.75);
    height += 2.;
    float sh = height;
    height = chk<.5 ? (1.1*hs)+2.:height;
    
    float tval = hs>.75?(tpos.x+.5):hs>.5?(tpos.y+.5):hs>.25?(1.5-tpos.y):(1.5-tpos.x);
    
    float width = .4825;
    vec3 bxs = vec3(width,height+clamp(tval*.4,.0,1.),width);
    
    float me = box(p - vec3(center.x, height,center.y), bxs);
    bxs.y = 4.35;
    float nx = box(p - vec3(neighb.x, height,neighb.y), bxs);
    if (h2>.5&&chk<.5) me = max(me,-box(p-vec3(center.x,height,center.y), vec3(width*.69,height*1.5,width*.69)) );
    float bx = min(me, nx);
    if(bx<res.x) {
        res = vec2(bx,chk>.5?2.:3.);
    	hit = p-vec3(center.x,height,center.y);
        gid = center;
    }  

    float d2 = p.y+5.;
    if(d2<res.x) {
        res = vec2(d2,1.);
    	hit = p;
    }

    vec3 q3 = p-vec3(center.x, height+.25+sh,center.y);
    float d3 = length(q3)-.225;
    if(d3<res.x && (h2>.7&&chk<.5)) {
        res = vec2(d3,5.);
    	hit = q3;
    }
    
    return res;
}

vec3 normal(vec3 p, float t, float mindist){
    float e = mindist*t;
    vec2 h = vec2(1.,-1.);
    return normalize( 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 );
}

vec3 hue(float t){ 
    vec3 d = vec3(.627,.961,.220);
    return .35 + .375*cos(PI2*t*(vec3(.985,.98,.95)+d)); 
}

vec3 getWood(vec3 p, vec3 clr){
    const vec3 wax = normalize(vec3(1,0,1));
    vec3 uv = (p + dot(p,wax)*wax*14.5)*1.20;
    float wood = 0.;
    wood += abs(noise(uv.xz*5. )-.5);
    wood += abs(noise(uv.yz*8. )-.5)/2.;
    wood += abs(noise(uv.zy*11.)-.5)/4.;
    wood = pow(1.-clamp(wood,.0,1.),5.);
    return mix(clr,vec3(.204,.075,.016),wood);
}

//@Shane AO
float getao(in vec3 p, in vec3 n){
    float sca = 2., occ = 0.;
    for( int i = 0; i<5; i++ ){
        float hr = float(i + 1)*.05/1.5; 
        float d = map(p + n*hr).x;
        occ += (hr - d)*sca;
        sca *= .9;
        if(sca>1e5) break;
    }
    return clamp(1. - occ, 0., 1.);
}

vec3 render(vec3 p, vec3 rd, vec3 ro, float d, float m, inout vec3 n){
    n = normal(p,d,1.01);
    vec3 lpos = vec3(25,25,-25);
    vec3 l = normalize(lpos-p);

    float diff = clamp(dot(n,l),.1,1.);
    
    float fresnel = pow(clamp(1.+dot(rd, n), 0., 1.), 9.);
    fresnel = mix(.0, .9, fresnel);
        
    float shdw = 1.,t=.2;
    for(float i=.0;i<12.;i++) {
        float h = map(p + l*t).x;
        if( h<1e-4 ) { shdw = .05; break; }
        shdw = min(shdw, 75.*h/t);
        t += h * .8;
        if( shdw<.05 || t>32. ) break;
    }
    diff = mix(diff,diff*shdw,.25);
    
    float ao = getao(p,n);
    diff = mix(diff,diff*ao,.75);
    
    vec3 h = vec3(.08);

    if(m==1.) h=getWood(hitPoint,vec3(.506,.314,.094));

    if(m==2.) h=mix(vec3(.00),hue(hash21(sid*.0005)+fresnel),fresnel);

    if(m==3.) {
        float hs = hash21(sid+1.);
        vec3 clr = hs>.65?vec3(0.698,0.318,0.063):hs>.5?vec3(0.882,0.529,0.200):hs>.15?vec3(.427,.15,.03):vec3(0.537,0.294,0.122);
        h=getWood(hitPoint,clr);

        vec2 uv = hitPoint.xz;
        float px = .02;

        float d = box(uv,vec2(.35));
        d=smoothstep(px,-px,abs(abs(d)-.05)-.025);
        h=mix(h,h*vec3(.565,.306,.137),d);  
    }
    
    if(m==5.) h=vec3(.7);
    
    return diff*h;
}

void main( ) {
    vec2 F = gl_FragCoord.xy;
    vec2 uv = (2.*F.xy-R.xy)/max(R.x,R.y);
    vec3 ro = vec3(15,2,3.25),
         rd = normalize(vec3(uv,-1));

    float y = M.xy == vec2(0) ? 0. : -(M.y/R.y * 1. - .5) * PI;
    mat2 rx = rot(.78), ry = rot(y+T*.0325);
    ro.yz *= rx;ro.xz *= ry;
    rd.yz *= rx;rd.xz *= ry;
    
    vec3 C = vec3(0);
    vec3  p = ro + rd;
    float atten = 1.,k = 1.,d = 0.;
    
    for(int i=0;i<148;i++)
    {
        vec2 ray = map(p);
        vec3 n=vec3(0);
        float m = ray.y;
        d = i<25? ray.x*.325:ray.x*.9;
        p += rd * d *k;

        if (d*d < 1e-7) {
            hitPoint = hit;
            sid = gid;

            C+=render(p,rd,ro,d,ray.y,n)*atten;
            if(m==1.||m==3.)break;

            p += rd*.01;
            k = sign(map(p).x);

            if(int(F.x)%2 != int(F.y)%2||m==5.) {
                atten *= m==5.?.75:.5;
                rd=reflect(-rd,n);
                p+=n*.02;
            }else{
                atten *= .85;
                rd=refract(rd,n,.9);
            }
           
        } 
        if(distance(p,rd)>55.) {break;}
    }
    C = mix( C, C*.5,clamp((uv.y+.1)*1.35,0.,1.));
    C = pow(C, vec3(.4545));
    fragColor = vec4(C,1.);
}
</script>
<div id="container" />
              
            
!

CSS

              
                html {
  height: 100%;
}

body {
  background: rgb(70, 42, 10);
  background: linear-gradient(
    180deg,
    rgba(70, 42, 10, 1) 0%,
    rgba(69, 53, 28, 1) 63%,
    rgba(177, 129, 61, 1) 100%
  );
  overflow: hidden;
  padding: 0;
  margin: 0;
  width: 100%;
  height: 100%;
  min-height: 100vh;
  display: flex;
  align-items: center;
  position: relative;
}

canvas {
  box-sizing: border-box;
  padding: 0;
  margin: 0;
  outline: none;
  box-shadow: 2px 20px 13px rgba(0, 0, 0, 0.75);
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
  width: 900px;
  height: 450px;
  z-index: 0;
}

              
            
!

JS

              
                const swidth = 900;
const sheight = 450;
// Fragment & Vertex Shaders in HTML window //

// Mouse Class for movments and attaching to dom //
class Mouse {
  constructor(element) {
    this.element = element || window;
    this.drag = false;
    this.cx = swidth / 2;
    this.cy = sheight / 2;
    this.x = this.cx;
    this.y = this.cy;
    this.pointer = this.pointer.bind(this);
    this.getCoordinates = this.getCoordinates.bind(this);
    this.events = ["mouseenter", "mousemove"];
    this.events.forEach((eventName) => {
      this.element.addEventListener(eventName, this.getCoordinates);
    });
    this.element.addEventListener("mousedown", () => {
      this.drag = true;
    });
    this.element.addEventListener("mouseup", () => {
      this.drag = false;
    });
  }

  getCoordinates(event) {
    event.preventDefault();
    var rect = this.element.getBoundingClientRect();
    const x = event.pageX - rect.left;
    const y = event.pageY - rect.top;
    if (this.drag) {
      this.x = x;
      this.y = y;
    }
  }

  pointer() {
    return {
      x: this.x,
      y: this.y
    };
  }
}

// Boostrap for WebGL and Attaching Shaders //
class Render {
  constructor() {
    this.start = Date.now();
    this.umouse = [0.0, 0.0, 0.0, 0.0];
    this.tmouse = [0.0, 0.0, 0.0, 0.0];
    // Setup WebGL canvas and surface object //
    // Make Canvas and get WebGl2 Context //
    let width = swidth; //(this.width = ~~(document.documentElement.clientWidth,window.innerWidth || 0));
    let height = sheight; //(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;
    this.mouse = new Mouse(canvas);
    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);

    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 = swidth;
    const height = sheight;
    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");
    this.ms = this.gl.getUniformLocation(this.program, "mouse");
  };

  // 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,150.230);
    this.gl.uniform1f(this.ut, (Date.now() - this.start) / 1000);
    const mouse = this.mouse.pointer();
    this.umouse = [mouse.x, mouse.y, 0];

    const factor = 0.15;
    this.tmouse[0] =
      this.tmouse[0] - (this.tmouse[0] - this.umouse[0]) * factor;
    this.tmouse[1] =
      this.tmouse[1] - (this.tmouse[1] - this.umouse[1]) * factor;
    this.tmouse[2] = mouse.z ? 1 : 0;

    this.gl.uniform4fv(this.ms, this.tmouse);

    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