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HTML

              
                <script src="https://unpkg.com/three@0.115.0/build/three.min.js"></script>
<script src="https://unpkg.com/three@0.115.0/examples/js/utils/BufferGeometryUtils.js"></script>
<script src="https://unpkg.com/three@0.115.0/examples/js/controls/OrbitControls.js"></script>
<script>
  var noise = `
  //
// Description : Array and textureless GLSL 2D/3D/4D simplex 
//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//               https://github.com/stegu/webgl-noise
// 

vec3 mod289(vec3 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 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v)
  { 
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

// Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i); 
  vec4 p = permute( permute( permute( 
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

//Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

// Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
                                dot(p2,x2), dot(p3,x3) ) );
}
`;
</script>

<div id="info" style="position: absolute;width:62px; height: 62px; top: 5px; left: 5px; overflow: hidden; margin:0; padding: 0">
  <div id="circle" class="noselect"><img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACQAAAAkCAYAAADhAJiYAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAI5SURBVFhH7ZjNSxVRGIcnwyQDsUzByjQqM1MiKlKMhCCrRUXriDT7XNfCpRuhNlGLWtS29pmr6g9o0SIIWki06w/p+Z13zuV0G+fY3JG5qA88zHuGO5d3zsd7zr3JJhuRg/gZP+GgblTNEk7jDC7qRpU8xK/YivvxO1bGVfyGz3EbVprQGVzGfXgSt2AsoXs4ZGG5HMKfOOpaSXIDVzNk+swRvO5aJdGNP/C8axl5CbXjAQsdbbgXT7tWg+jLv6ASCMkbsn68hHrW04EXLSzOVtSSnnOtv5nH2KR+ml49SvSRhXHUrW9Qk/ZX6m98hVnojUWYkIa0x8Ia91FD7jmGSizKHXyLu3Fn6i5swSyeYX0PjeAEjruWoe/TXPMMo56JomFRwQu5iacs/IesHhJdqIT2uJaxgGFSL9JrLlkJqavDiRmSN4dOoJa6ZzsOWOjQy6zU8zWyErqM6uIsYoXxZXoVfXjFQsctVF3LJSuh4xh2fUisMJ7DHRa61TploUMvGfZYJmud0AULHUooutLKHrKwXGjIrlno0JHlsIUrU+akVrJHLXRoUoc90omFJnXRZT+Gva5lPEEl79HRJYoK4ztspDBqzp3FsDAqQQ2tR8VzVZVaW8drbGTrmMT6reMBhvc0lHqmEI1urhqqEC31xxYWp+jxQyu0/vihI0kp/O8BTfUnnCelHtA8TXWE9RQ55N/FNTnke5rqZ5BHBbRpfih6PuBtnMX3ulE1+rPhY2p0o9xknZEkfwANi2KKMn3pRwAAAABJRU5ErkJggg=="></div>
  <div id="title" style="position: absolute; left: 64px; font-family: Arial; font-size:52px; font-weight:bold; font-style:italic; color: darkorange;">
    Palms <a style="font-size:10px;" href="http://west77.ru" target="blank">from the warlock's cave</a>
  </div>
  <iframe width="100%" height="150" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/296520859&amp;color=%23FFA500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=true&amp;show_reposts=false&amp;show_teaser=false&amp;visual=true"
  style="position:absolute; top:64px;"></iframe>
</div>

<div class="text">
  <span class="retro">Palms</span>
</div>

              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css?family=Pacifico&display=swap');
html, body {
  height: 100%;
  margin: 0;
  overflow: hidden;
}
canvas {
  width: 100%;
  height: 100%;
  display; block;
}

img {
  opacity: 0.5;
}

#circle {
  position: absolute;
  text-align: center;
  width: 60px;
  height: 60px;
  -webkit-border-radius: 30px;
  -moz-border-radius: 30px;
  border-radius: 30px;
  border: 1px solid darkorange;
  background: rgba(255, 165, 0, 0.5);
  font-size: 50px;
  font-family: Times New Roman;
  color: rgba(255, 165, 0, 1);
  cursor: pointer;
}

.noselect {
  -webkit-touch-callout: none;
  /* iOS Safari */
  -webkit-user-select: none;
  /* Safari */
  -khtml-user-select: none;
  /* Konqueror HTML */
  -moz-user-select: none;
  /* Firefox */
  -ms-user-select: none;
  /* Internet Explorer/Edge */
  user-select: none;
  /* Non-prefixed version, currently
  supported by Chrome and Opera */
}


/* unvisited link */

a:link {
  color: darkorange;
}


/* visited link */

a:visited {
  color: darkorange;
}


/* mouse over link */

a:hover {
  color: darkorange;
}


/* selected link */

a:active {
  color: darkorange;
}
.text {
  position: absolute;
  bottom: 4vh;
  left: 50%;
  /*right: 4vw;*/
}
.retro {
  font-family: "Pacifico", cursive;
  font-size: 13vh;
  display: block;
  transform: rotate(-20deg) skew(-25deg);
  color: magenta;
  text-shadow: -0.5vh 0 rgb(64, 255, 128), 0 0.5vh rgb(64, 255, 128), 0.5vh 0 rgb(64, 255, 128), 0 -0.5vh rgb(64, 255, 128);
}
              
            
!

JS

              
                var hide = true;
circle.addEventListener("click", function() {
  if (hide) {
    circle.style.background = "darkorange";
    circle.style.color = "orange";
    info.style.width = "640px";
    info.style.height = "214px";
  } else {
    circle.style.background = "rgba(255, 165, 0, .5)";
    circle.style.color = "rgba(255, 165, 0, 1)";
    info.style.width = "62px";
    info.style.height = "62px";
  }
  hide = !hide;
}, false);

//////////////////////////////////////////////////////////////////////////////////
var materialShaders = [];
var speed = 10;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera.position.set(0, 1.3, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
  antialias: true
});
var canvas = renderer.domElement;
document.body.appendChild(canvas);

scene.background = new THREE.Color(0xffaa44);
console.log(scene.background);
scene.fog = new THREE.Fog(scene.background, 42.5, 50);

var controls = new THREE.OrbitControls(camera, canvas);
controls.enablePan = false;
controls.minDistance = 5;
controls.maxDistance = 7;
controls.maxPolarAngle = Math.PI * 0.55;
controls.minPolarAngle = Math.PI * 0.25;
controls.target.set(0, 1.8, 0);
controls.update();


// GROUND AND ROAD
var planeGeom = new THREE.PlaneBufferGeometry(100, 100, 200, 200);
planeGeom.rotateX(-Math.PI * 0.5);
var planeMat = new THREE.MeshBasicMaterial({
  color: 0xff00ee
});
planeMat.onBeforeCompile = shader => {
  shader.uniforms.time = { value: 0 };
  shader.vertexShader =
    `
    uniform float time;
    varying vec3 vPos;
  ` + noise + shader.vertexShader;
  shader.vertexShader = shader.vertexShader.replace(
    `#include <begin_vertex>`,
    `#include <begin_vertex>
      vec2 tuv = uv;
      float t = time * 0.01 * ${speed}.; 
      tuv.y += t;
      transformed.y = snoise(vec3(tuv * 5., 0.)) * 5.;
      transformed.y *= smoothstep(5., 15., abs(transformed.x)); // road stripe
      vPos = transformed;
    `
  );
  shader.fragmentShader =
    `
    #extension GL_OES_standard_derivatives : enable

    uniform float time;
    varying vec3 vPos;

    float line(vec3 position, float width, vec3 step){
      vec3 tempCoord = position / step;
      
      vec2 coord = tempCoord.xz;
      coord.y -= time * ${speed}. / 2.;

      vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord * width);
      float line = min(grid.x, grid.y);
      
      return min(line, 1.0);
    }
  ` + shader.fragmentShader;
  shader.fragmentShader = shader.fragmentShader.replace(
    `gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,
    `
    float l = line(vPos, 2.0, vec3(2.0));
    vec3 base = mix(vec3(0, 0.75, 1), vec3(0), smoothstep(5., 7.5, abs(vPos.x)));
    vec3 c = mix(outgoingLight, base, l);
    gl_FragColor = vec4(c, diffuseColor.a);
    `
  );
  materialShaders.push(shader);
};
var plane = new THREE.Mesh(planeGeom, planeMat);
scene.add(plane);

// PALMS
var palmGeoms = [];
// log
var logGeom = new THREE.CylinderBufferGeometry(0.25, 0.125, 10, 5, 4, true);
logGeom.translate(0, 5, 0);
palmGeoms.push(logGeom);
// leaves
for (let i=0; i < 20; i++){
  let leafGeom = new THREE.CircleBufferGeometry(1.25, 4);
  leafGeom.translate(0, 1.25, 0);
  leafGeom.rotateX(-Math.PI * 0.5);
  leafGeom.scale(0.25, 1, THREE.Math.randFloat(1, 1.5));
  leafGeom.attributes.position.setY(0, 0.25);
  leafGeom.rotateX(THREE.Math.randFloatSpread(Math.PI * 0.5));
  leafGeom.rotateY(THREE.Math.randFloat(0, Math.PI * 2));
  leafGeom.translate(0, 10, 0);
  palmGeoms.push(leafGeom);
}
// merge
var palmGeom = THREE.BufferGeometryUtils.mergeBufferGeometries(palmGeoms, false);
palmGeom.rotateZ(THREE.Math.degToRad(-1.5));
// instancing
var instPalm = new THREE.InstancedBufferGeometry();
instPalm.attributes.position = palmGeom.attributes.position;
instPalm.attributes.uv = palmGeom.attributes.uv;
instPalm.index = palmGeom.index;
palmPos = [];
for (let i = 0; i < 5; i++){
  palmPos.push(-5, 0, i * 20 - 10 - 50);
  palmPos.push(5, 0, i * 20 - 50);
}
instPalm.addAttribute(
  "instPosition",
  new THREE.InstancedBufferAttribute(new Float32Array(palmPos), 3)
);

var palmMat = new THREE.MeshBasicMaterial({color: 0x00ff88, side: THREE.DoubleSide});
palmMat.onBeforeCompile = shader => {
  shader.uniforms.time = {value: 0};
  shader.vertexShader =
    `
    uniform float time;
    attribute vec3 instPosition;
  ` + shader.vertexShader;
  shader.vertexShader = shader.vertexShader.replace(
    `#include <begin_vertex>`,
    `#include <begin_vertex>
      
      transformed.x *= sign(instPosition.x); // flip
      vec3 ip = instPosition;
      ip.z = mod(50. + ip.z + time * ${speed}., 100.) - 50.;
      transformed *= 0.4 + smoothstep(50., 45., abs(ip.z)) * 0.6;
      transformed += ip;
    `
  );
  materialShaders.push(shader);
}
var palms = new THREE.Mesh(instPalm, palmMat);
scene.add(palms);

// SUN
var sunGeom = new THREE.CircleBufferGeometry(200, 64);
var sunMat = new THREE.MeshBasicMaterial({color: 0xff8800, fog: false, transparent: true});
sunMat.onBeforeCompile = shader => {
  shader.uniforms.time = {value: 0};
  shader.vertexShader =
    `
    varying vec2 vUv;
  ` + shader.vertexShader;
  shader.vertexShader = shader.vertexShader.replace(
    `#include <begin_vertex>`,
    `#include <begin_vertex>
      vUv = uv;
    `
  );
  shader.fragmentShader = `
    varying vec2 vUv;
  ` + shader.fragmentShader;
  shader.fragmentShader = shader.fragmentShader.replace(
   `gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,
    `gl_FragColor = vec4( outgoingLight, diffuseColor.a * smoothstep(0.5, 0.7, vUv.y));`
  );
  
  materialShaders.push(shader);
}
var sun = new THREE.Mesh(sunGeom, sunMat);
sun.position.set(0, 0, -500);
scene.add(sun);


var clock = new THREE.Clock();
var time = 0;
render();

function render() {
  if (resize(renderer)) {
    camera.aspect = canvas.clientWidth / canvas.clientHeight;
    camera.updateProjectionMatrix();
  }
  time = clock.getElapsedTime();
  materialShaders.forEach(m => {
    m.uniforms.time.value = time;
  });
  renderer.render(scene, camera);
  requestAnimationFrame(render);
}

function resize(renderer) {
  const canvas = renderer.domElement;
  const width = canvas.clientWidth;
  const height = canvas.clientHeight;
  const needResize = canvas.width !== width || canvas.height !== height;
  if (needResize) {
    renderer.setSize(width, height, false);
  }
  return needResize;
}

              
            
!
999px

Console