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HTML

              
                <div id="text">
  <div class="writing">IsoNoise</div>
</div>

<script type="x-shader/x-vertex" id="vertexshader">

  varying vec2 vUv;

  void main() {

    vUv = uv;

    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

  }

</script>

<script type="x-shader/x-fragment" id="fragmentshader">

  uniform sampler2D baseTexture;
  uniform sampler2D bloomTexture;

  varying vec2 vUv;

  void main() {

    gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );

  }

</script>

<script id="noiseFS2" type="x-shader/x-fragment">
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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);
}
</script>

<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>

              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css2?family=Neonderthaw&display=swap');
body{
  overflow: hidden;
  margin: 0;
}
#text {
  position: absolute;
  bottom: 5vh;
  left: calc(50% - 28vh);
}
.writing{
  --glow: #48f;
  display: block;
  transform: rotate(-15deg);
  font-family: 'Neonderthaw', cursive;
  font-size: 14vh;
  font-weight: 700;
  color: #fff;
  text-shadow: 0 0 0.125vh var(--glow), 0 0 0.125vh var(--glow), 0 0 0.25vh var(--glow), 0 0 0.5vh var(--glow), 0 0 0.75vh var(--glow);
}
              
            
!

JS

              
                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 { EffectComposer } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/ShaderPass.js';
import { UnrealBloomPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/UnrealBloomPass.js';



let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.toneMapping = THREE.ReinhardToneMapping;
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", () => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
  bloomComposer.setSize( innerWidth, innerHeight );
	finalComposer.setSize( innerWidth, innerHeight );
  rt.setSize(innerWidth, innerHeight);
  globalUniforms.aspect.value = camera.aspect;
})

let controls = new OrbitControls(camera, renderer.domElement);
controls.enableZoom = false;
controls.enablePan = false;
controls.enableDamping = true;
controls.autoRotate = true;
controls.autoRotateSpeed *= 0.25;

let cubeMap = createCubeMap();

let light = new THREE.DirectionalLight(0xffffff, 1.75);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.25));

let globalUniforms = {
  bloom: {value: 0},
  time: {value: 0},
  aspect: {value: innerWidth / innerHeight}
}

// <OBJECT>
let g = new THREE.IcosahedronGeometry(1, 70);
let localUniforms = {
  color1: {value: new THREE.Color(0xff3232)},
  color2: {value: new THREE.Color(0x0032ff)}
}
let m = new THREE.MeshStandardMaterial({
  roughness: 0.125,
  metalness: 0.875,
  envMap: cubeMap,
  onBeforeCompile: shader => {
    shader.uniforms.bloom = globalUniforms.bloom;
    shader.uniforms.time = globalUniforms.time;
    shader.uniforms.color1 = localUniforms.color1;
    shader.uniforms.color2 = localUniforms.color2;
    shader.vertexShader = `
      uniform float time;
      varying vec3 rPos;
      ${document.getElementById( 'noiseFS' ).textContent}
      float noise(vec3 p){
        return cnoise(vec4(p, time));
      }
      vec3 getPos(vec3 p){
        return p * (4. + noise(p * 3.) * 2.);
      }
      ${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.vertexShader);
    shader.fragmentShader = `
      #define ss(a, b, c) smoothstep(a, b, c)
      uniform float bloom;
      uniform vec3 color1;
      uniform vec3 color2;
      varying vec3 rPos;
      ${shader.fragmentShader}
    `.replace(
      `vec4 diffuseColor = vec4( diffuse, opacity );`,
      `
      vec3 col = mix(color1, color2, ss(2., 6., length(rPos)));
      vec4 diffuseColor = vec4( col, opacity );
      `
    )
     .replace(
      `#include <dithering_fragment>`,
      `#include <dithering_fragment>
        
        //https://madebyevan.com/shaders/grid/
        float coord = length(rPos) * 4.;
        float line = abs(fract(coord - 0.5) - 0.5) / fwidth(coord) / 1.25;
        float grid = 1.0 - min(line, 1.0);
        //////////////////////////////////////
        
        gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), bloom);
        gl_FragColor.rgb = mix(gl_FragColor.rgb, col * 2., grid);
        
      `
    );
    //console.log(shader.fragmentShader);
  }
});
let o = new THREE.Mesh(g, m);
scene.add(o);
// </OBJECT>

// <BLOOM>
const params = {
  exposure: 1,
  bloomStrength: 1,
  bloomThreshold: 0,
  bloomRadius: 0
};

const renderScene = new RenderPass( scene, camera );

const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;

const bloomComposer = new EffectComposer( renderer );
bloomComposer.renderToScreen = false;
bloomComposer.addPass( renderScene );
bloomComposer.addPass( bloomPass );

const finalPass = new ShaderPass(
  new THREE.ShaderMaterial( {
    uniforms: {
      baseTexture: { value: null },
      bloomTexture: { value: bloomComposer.renderTarget2.texture }
    },
    vertexShader: document.getElementById( 'vertexshader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
    defines: {}
  } ), 'baseTexture'
);
finalPass.needsSwap = true;

const finalComposer = new EffectComposer( renderer );
finalComposer.addPass( renderScene );
finalComposer.addPass( finalPass );
// </BLOOM>

// <BACKGROUND>
let rt = new THREE.WebGLRenderTarget(innerWidth, innerHeight);
scene.background = rt.texture;
let bCam = new THREE.Camera();
let bScn = new THREE.Scene();
let bQuad = new THREE.Mesh(
  new THREE.PlaneGeometry(2, 2),
  new THREE.ShaderMaterial({
    uniforms: {
      time: globalUniforms.time, 
      aspect: globalUniforms.aspect,
      baseColor: {value: new THREE.Color(0x160832)}
    },
    vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    }`,
    fragmentShader: `
    #define ss(a, b, c) smoothstep(a, b, c)
    uniform float time;
    uniform float aspect;
    uniform vec3 baseColor;
    varying vec2 vUv;
    ${document.getElementById( 'noiseFS2' ).textContent}
    void main() {
      vec2 uv = (vUv - 0.5) * vec2(aspect, 1.);
      float n = noise(vec3(normalize(uv) * 6., time * 5.));
      float backCircle = length(uv * (1. - n * 0.25)) ;
      vec3 blueish = vec3(0.5, 0.5, 1) * 0.125;
      vec3 col = mix(baseColor * 0.5 + blueish, baseColor * 0.5, ss(0.5 + n * 0.1, 0.75 - n * 0.05, backCircle));
      gl_FragColor = vec4( col, 1.0 );
    }`
  })
);
bScn.add(bQuad);
// </BACKGROUND>

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  controls.update();
  globalUniforms.time.value = t * 0.1;
  renderer.setRenderTarget(rt);
  renderer.render(bScn, bCam);
  renderer.setRenderTarget(null);
  scene.background = null;
  globalUniforms.bloom.value = 1;
  bloomComposer.render();
  scene.background = rt.texture;
  globalUniforms.bloom.value = 0;
  finalComposer.render();
  //renderer.render(scene, camera);
});

function createCubeMap(){
    let images = [];

    let c = document.createElement("canvas");
    c.width = 4;
    c.height = c.width;
    let ctx = c.getContext("2d");
    for (let i = 0; i < 6; i++) {
      ctx.fillStyle = "#fff";
      ctx.fillRect(0, 0, c.width, c.height);

      for (let j = 0; j < (c.width * c.height) / 2; j++) {
        ctx.fillStyle = Math.random() < 0.5 ? "#a8a9ad" : "#646464";
        ctx.fillRect(
          Math.floor(Math.random() * c.width),
          Math.floor(Math.random() * c.height),
          2,
          1
        );
      }

      images.push(c.toDataURL());
    }
    return new THREE.CubeTextureLoader().load(images);
}
              
            
!
999px

Console