<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/[email protected]";
import { OrbitControls } from "https://cdn.skypack.dev/[email protected]/examples/jsm/controls/OrbitControls";
import { CSS3DRenderer, CSS3DObject } from 'https://cdn.skypack.dev/[email protected]/examples/jsm/renderers/CSS3DRenderer.js';
//import { Water } from 'https://cdn.skypack.dev/[email protected]/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);
}
This Pen doesn't use any external CSS resources.
This Pen doesn't use any external JavaScript resources.