<canvas id="cnvsGradient" width="300" height="50" style="position: absolute; margin: 10px; border: 1px solid aqua; display: none;"/>

<div id="card" class="element">
  <div class="cardName">OMNICARD</div>
  <div class="cardNumber">1234 5678 9012 3456</div>
  <div class="cardHolder">PAUL WEST</div>
  <div class="circle red"></div>
  <div class="circle blue"></div>
</div>

<script id="noiseFS" type="x-shader/x-fragment">
//	Classic Perlin 3D Noise 
//	by Stefan Gustavson
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

float cnoise(vec4 P){
  vec4 Pi0 = floor(P); // Integer part for indexing
  vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
  Pi0 = mod(Pi0, 289.0);
  Pi1 = mod(Pi1, 289.0);
  vec4 Pf0 = fract(P); // Fractional part for interpolation
  vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = vec4(Pi0.zzzz);
  vec4 iz1 = vec4(Pi1.zzzz);
  vec4 iw0 = vec4(Pi0.wwww);
  vec4 iw1 = vec4(Pi1.wwww);

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);
  vec4 ixy00 = permute(ixy0 + iw0);
  vec4 ixy01 = permute(ixy0 + iw1);
  vec4 ixy10 = permute(ixy1 + iw0);
  vec4 ixy11 = permute(ixy1 + iw1);

  vec4 gx00 = ixy00 / 7.0;
  vec4 gy00 = floor(gx00) / 7.0;
  vec4 gz00 = floor(gy00) / 6.0;
  gx00 = fract(gx00) - 0.5;
  gy00 = fract(gy00) - 0.5;
  gz00 = fract(gz00) - 0.5;
  vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
  vec4 sw00 = step(gw00, vec4(0.0));
  gx00 -= sw00 * (step(0.0, gx00) - 0.5);
  gy00 -= sw00 * (step(0.0, gy00) - 0.5);

  vec4 gx01 = ixy01 / 7.0;
  vec4 gy01 = floor(gx01) / 7.0;
  vec4 gz01 = floor(gy01) / 6.0;
  gx01 = fract(gx01) - 0.5;
  gy01 = fract(gy01) - 0.5;
  gz01 = fract(gz01) - 0.5;
  vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
  vec4 sw01 = step(gw01, vec4(0.0));
  gx01 -= sw01 * (step(0.0, gx01) - 0.5);
  gy01 -= sw01 * (step(0.0, gy01) - 0.5);

  vec4 gx10 = ixy10 / 7.0;
  vec4 gy10 = floor(gx10) / 7.0;
  vec4 gz10 = floor(gy10) / 6.0;
  gx10 = fract(gx10) - 0.5;
  gy10 = fract(gy10) - 0.5;
  gz10 = fract(gz10) - 0.5;
  vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
  vec4 sw10 = step(gw10, vec4(0.0));
  gx10 -= sw10 * (step(0.0, gx10) - 0.5);
  gy10 -= sw10 * (step(0.0, gy10) - 0.5);

  vec4 gx11 = ixy11 / 7.0;
  vec4 gy11 = floor(gx11) / 7.0;
  vec4 gz11 = floor(gy11) / 6.0;
  gx11 = fract(gx11) - 0.5;
  gy11 = fract(gy11) - 0.5;
  gz11 = fract(gz11) - 0.5;
  vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
  vec4 sw11 = step(gw11, vec4(0.0));
  gx11 -= sw11 * (step(0.0, gx11) - 0.5);
  gy11 -= sw11 * (step(0.0, gy11) - 0.5);

  vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
  vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
  vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
  vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
  vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
  vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
  vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
  vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
  vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
  vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
  vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
  vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
  vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
  vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
  vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
  vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);

  vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
  g0000 *= norm00.x;
  g0100 *= norm00.y;
  g1000 *= norm00.z;
  g1100 *= norm00.w;

  vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
  g0001 *= norm01.x;
  g0101 *= norm01.y;
  g1001 *= norm01.z;
  g1101 *= norm01.w;

  vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
  g0010 *= norm10.x;
  g0110 *= norm10.y;
  g1010 *= norm10.z;
  g1110 *= norm10.w;

  vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
  g0011 *= norm11.x;
  g0111 *= norm11.y;
  g1011 *= norm11.z;
  g1111 *= norm11.w;

  float n0000 = dot(g0000, Pf0);
  float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
  float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
  float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
  float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
  float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
  float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
  float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
  float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
  float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
  float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
  float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
  float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
  float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
  float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
  float n1111 = dot(g1111, Pf1);

  vec4 fade_xyzw = fade(Pf0);
  vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
  vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
  vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
  vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
  float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
  return 2.2 * n_xyzw;
}
</script>


<script>
  // https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
  const fbm = `
  #define NUM_OCTAVES 5

  float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}

  float noise(vec3 p){
      vec3 a = floor(p);
      vec3 d = p - a;
      d = d * d * (3.0 - 2.0 * d);

      vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
      vec4 k1 = perm(b.xyxy);
      vec4 k2 = perm(k1.xyxy + b.zzww);

      vec4 c = k2 + a.zzzz;
      vec4 k3 = perm(c);
      vec4 k4 = perm(c + 1.0);

      vec4 o1 = fract(k3 * (1.0 / 41.0));
      vec4 o2 = fract(k4 * (1.0 / 41.0));

      vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
      vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

      return o4.y * d.y + o4.x * (1.0 - d.y);
  }


  float fbm(vec3 x) {
    float v = 0.0;
    float a = 0.5;
    vec3 shift = vec3(100);
    for (int i = 0; i < NUM_OCTAVES; ++i) {
      v += a * noise(x);
      x = x * 2.0 + shift;
      a *= 0.5;
    }
    return v;
  }
  `;
</script>
body{
  overflow: hidden;
  font-family: Monospace;
  margin: 0;
}

.element {
  width: 500px;
  height: 300px;
  border-radius: 30px;
  background-color: rgba(255, 255, 255, 0.5);
  -webkit-backdrop-filter: blur(10px);
  -moz-backdrop-filer: blur(10px);
  backdrop-filter: blur(10px);
  
  font-size: 30px;
  font-weight: bold;
  color: white;
}

.element .cardName {
  position: absolute;
  top: 20px;
  left: 20px;
}

.element .cardNumber{
  position: absolute;
  bottom:75px;
  left: 20px;
}

.element .cardHolder{
  position: absolute;
  bottom:40px;
  left: 20px;
}

.circle {
  top: 40px;
  position: absolute;
  width: 40px;
  height: 40px;
  border-radius:20px;
  opacity: 0.5;
}
.red {
  right: 40px;
  background-color: red;
}
.blue {
  right: 60px;
  background-color: blue;
}
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
import { CSS3DRenderer, CSS3DObject } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/renderers/CSS3DRenderer.js';
//import { Water } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/objects/Water2.js';

let scene = new THREE.Scene();
scene.background = new THREE.Color(0xdddddd);
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 12);
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);

let rendererCSS = new CSS3DRenderer();
rendererCSS.setSize( window.innerWidth, window.innerHeight );
rendererCSS.domElement.style.position = 'absolute';
rendererCSS.domElement.style.top = '0px';
document.body.appendChild(rendererCSS.domElement);

window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
  rendererCSS.setSize(innerWidth, innerHeight);
});

//let controls = new OrbitControls(camera, rendererCSS.domElement);

let gu = {
  tex: {value: setGradient() },
  time: { value: 0 }
};

let backScene = new THREE.Scene().add(
  new THREE.Mesh(
    new THREE.IcosahedronGeometry(1, 20),
    new THREE.MeshBasicMaterial({
      side: THREE.BackSide,
      onBeforeCompile: (shader) => {
        shader.uniforms.tex = gu.tex;
        shader.vertexShader = `
      varying vec3 vPos;
      ${shader.vertexShader}
    `.replace(
          `#include <begin_vertex>`,
          `#include <begin_vertex>
      //vPos = (modelMatrix * vec4(position, 1.0)).xyz;
      vPos = vec3(position);
      `
        );
        //console.log(shader.vertexShader);
        shader.fragmentShader = `
      uniform sampler2D tex;
      varying vec3 vPos;
      ${fbm}
      ${shader.fragmentShader}      
    `.replace(
          `vec4 diffuseColor = vec4( diffuse, opacity );`,
          `
      float d = fbm(vPos * 0.5);
      for(int i = 0; i < 4; i++){
        d = fbm(vPos * (float(i) + 1.) * d);
      }

      vec3 col = texture(tex, vec2(d, 0.5)).rgb;
      vec4 diffuseColor = vec4( col, opacity );`
        );
      }
    })
  )
);
const pmremGenerator = new THREE.PMREMGenerator(renderer);
let environment = pmremGenerator.fromScene(backScene).texture;

scene.add(new THREE.AmbientLight(0xffffff, 2));

let orb = new THREE.Mesh(
  new THREE.IcosahedronGeometry(1, 30),
  new THREE.MeshStandardMaterial({
    roughness: 0,
    metalness: 1,
    envMap: environment,
    onBeforeCompile: shader => {
    shader.uniforms.time = gu.time;
    shader.vertexShader = `
      uniform float time;
      //varying vec3 rPos;
      ${document.getElementById( 'noiseFS' ).textContent}
      float noise(vec3 p){
        return cnoise(vec4(p, time * 0.5));
      }
      vec3 getPos(vec3 p){
        return p * (4. + noise(p) * 0.5);
      }
      ${shader.vertexShader}
    `.replace(
      `#include <beginnormal_vertex>`,
      `#include <beginnormal_vertex>
      
        vec3 p0 = getPos(position);
        
        // https://stackoverflow.com/a/39296939/4045502
        
        float theta = .1; 
        vec3 vecTangent = normalize(cross(p0, vec3(1.0, 0.0, 0.0)) + cross(p0, vec3(0.0, 1.0, 0.0)));
        vec3 vecBitangent = normalize(cross(vecTangent, p0));
        vec3 ptTangentSample = getPos(normalize(p0 + theta * normalize(vecTangent)));
        vec3 ptBitangentSample = getPos(normalize(p0 + theta * normalize(vecBitangent)));
        
        objectNormal = normalize(cross(ptBitangentSample - p0, ptTangentSample - p0));
        
        ///////////////////////////////////////////////
      `
    )
     .replace(
      `#include <begin_vertex>`,
      `#include <begin_vertex>
        transformed = p0;
        //rPos = transformed;
      `
    );
    //console.log(shader.fragmentShader);
  }

  })
);
scene.add(orb);

const element = document.getElementById("card");
element.className = 'element';
const objectCSS = new CSS3DObject( element );
objectCSS.position.z = 6;
objectCSS.scale.setScalar(0.01);
scene.add( objectCSS );

window.addEventListener("pointermove", event => {
  let x = ( event.clientX / window.innerWidth ) * 2 - 1;
	let y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  objectCSS.rotation.y = x * Math.PI * 0.05;
  objectCSS.rotation.x = -y * Math.PI * 0.05;
})

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  gu.time.value = t;
  orb.rotation.y = t * 0.5;
  renderer.render(scene, camera);
  rendererCSS.render(scene, camera);
});

function setGradient() {
  let canvas = document.getElementById("cnvsGradient");
  let ctx = canvas.getContext("2d");

  let gradient = ctx.createLinearGradient(0, 0, 300, 0);

  gradient.addColorStop(0.15, "yellow");
  gradient.addColorStop(0.5, "red");
  gradient.addColorStop(0.85, "blue");

  ctx.fillStyle = gradient;
  ctx.fillRect(0, 0, canvas.width, canvas.height);

  return new THREE.CanvasTexture(canvas);
}
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