Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/controls/OrbitControls.js"></script>
              
            
!

CSS

              
                html, body {
  height: 100%;
  margin: 0;
  overflow: hidden;
}
canvas {
  width: 100%;
  height: 100%;
  display; block;
}
              
            
!

JS

              
                var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(0, 0, 5);
var renderer = new THREE.WebGLRenderer({
  antialias: true
});
renderer.setClearColor(0x808080);
var canvas = renderer.domElement;
document.body.appendChild(canvas);

var controls = new THREE.OrbitControls(camera, canvas);

// texture
var tCanvas = document.createElement("canvas");
tCanvas.width = 128;
tCanvas.height = 128;
var tCtx = tCanvas.getContext('2d');
tCtx.clearRect(0, 0, tCanvas.width, tCanvas.height);

var texture = new THREE.CanvasTexture(tCanvas);
//var texture = new THREE.TextureLoader().load('https://threejs.org/examples/textures/UV_Grid_Sm.jpg');
var lineColor = new THREE.Color();
function drawSomething(){
  tCtx.beginPath();
  tCtx.moveTo(THREE.Math.randInt(0, 127), THREE.Math.randInt(0, 127));
  tCtx.lineTo(THREE.Math.randInt(0, 127), THREE.Math.randInt(0, 127));
  tCtx.lineWidth = THREE.Math.randInt(5, 20);
  lineColor.set(Math.random() * 0x808080 + 0x808080);
  tCtx.strokeStyle = lineColor.getStyle();
  tCtx.stroke();
  texture.needsUpdate = true;
}

setInterval( drawSomething, 500 );

var planeGeom = new THREE.PlaneBufferGeometry(2, 2);

var instancedGeom = new THREE.InstancedBufferGeometry();
instancedGeom.attributes.position = planeGeom.attributes.position;
instancedGeom.attributes.uv = planeGeom.attributes.uv;
instancedGeom.index = planeGeom.index;

instancedGeom.addAttribute("instancePosition", new THREE.InstancedBufferAttribute( new Float32Array([-1.1, 1.1, 0, 1.1, 1.1, 0, -1.1, -1.1, 0, 1.1, -1.1, 0]), 3));
instancedGeom.addAttribute("instanceUv", new THREE.InstancedBufferAttribute(new Float32Array([0, 1, 1, 1, 0, 0, 1, 0]), 2));

var material = new THREE.ShaderMaterial({
  uniforms: {
    texture1: { value: texture},
    textureDivision: {value: new THREE.Vector2(2, 2)},
    time: {value: 0}
  },
  vertexShader:`
    precision highp float;

    uniform vec2 textureDivision;
    uniform float time;

		attribute vec3 instancePosition;
		attribute vec2 instanceUv;
    
		varying vec2 vUv;

		void main(){
      vec2 slices = vec2(1.0) / textureDivision;
			vUv = slices * instanceUv + slices * uv;
      vec3 pos = position + instancePosition;
      pos += normalize(instancePosition) * (sin(time) * 0.5 + 0.5);
      
			gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
		}
  `,
  fragmentShader:`
    precision highp float;

    uniform sampler2D texture1;
    
		varying vec2 vUv;

		void main() {
			gl_FragColor = texture2D(texture1, vUv);
		}
  `
});

var instancedMesh = new THREE.Mesh(instancedGeom, material);
scene.add(instancedMesh);

scene.add(new THREE.AxesHelper(0.1));


render();

function render() {
  if (resize(renderer)) {
    camera.aspect = canvas.clientWidth / canvas.clientHeight;
    camera.updateProjectionMatrix();
  }
  material.uniforms.time.value = performance.now() / 1000;
  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