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HTML

              
                <script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

<script type="importmap">
  {
    "imports": {
      "three": "https://cdn.skypack.dev/three@0.139.2",
      "three/": "https://cdn.skypack.dev/three@0.139.2/"
    }
  }
</script>
<script id="noiseFS" type="x-shader/x-fragment">
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)+10.0)*x);
}

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

vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
}

// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
  vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
  vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
  Pi0 = mod289(Pi0);
  Pi1 = mod289(Pi1);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(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 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);

  vec4 gx0 = ixy0 * (1.0 / 7.0);
  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);

  vec4 gx1 = ixy1 * (1.0 / 7.0);
  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);

  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;

  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);

  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
  return 2.2 * n_xyz;
}
</script>
              
            
!

CSS

              
                body{
  overflow: hidden;
  margin: 0;
}
              
            
!

JS

              
                import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";

import { Line2 } from "three/examples/jsm/lines/Line2";
import { LineMaterial } from "three/examples/jsm/lines/LineMaterial";
import { LineGeometry } from "three/examples/jsm/lines/LineGeometry";

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(5, 8, 13).setLength(10);
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);

let controls = new OrbitControls(camera, renderer.domElement);
controls.listenToKeyEvents(window);
console.log(controls);

let grid = new THREE.GridHelper(10, 10, 0x7f7f7f, 0x7f7f7f);
scene.add(grid);

let curve = new THREE.EllipseCurve(
  0,
  0, // ax, aY
  4,
  4, // xRadius, yRadius
  0,
  2 * Math.PI, // aStartAngle, aEndAngle
  false, // aClockwise
  0 // aRotation
);

const points = curve.getPoints(1000);
console.log(points.length);
const points2 = curve.getSpacedPoints(50);
// this._assignUVs(this.sphere)

let eGeom = new THREE.BufferGeometry().setFromPoints(points);
let col = new THREE.Color();
let cols = [];
for (let i = 0; i < points.length; i++) {
  col.setHSL(i / (points.length - 1), 1, 0.5);
  cols.push(col.r, col.g, col.b);
}

let geometry = new LineGeometry();

const firstMat = new THREE.LineBasicMaterial({ color: "yellow" });

let ellipse = new THREE.Line(eGeom, firstMat);

// scene.add(ellipse)

let fromElipse = geometry.fromLine(ellipse);
fromElipse.setColors(cols);
let u = {
  iTime: { value: 0 }
};
let matLine = new LineMaterial({
  worldUnits: true,
  linewidth: 0.2,
  vertexColors: true,
  dashed: false,
  alphaToCoverage: false
});

matLine.onBeforeCompile = (shader) => {
  shader.uniforms.iTime = u.iTime;
  //console.log(shader.vertexShader);
  shader.vertexShader = `
      uniform float iTime;
      uniform float Strength;
      ${document.getElementById("noiseFS").textContent}
      ${shader.vertexShader}
   `.replace(
    `// camera space
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );`,
    `
        // model position
        vec3 modPos = vec3(modelMatrix * (vec4(0, 0, 0, 1.)));
        vec3 camDir = cameraPosition - modPos;
        camDir.y = 0.;
        camDir = normalize(camDir);
        
        vec3 wPosS = vec3(modelMatrix * vec4(instanceStart, 1.));
        vec3 wPosE = vec3(modelMatrix * vec4(instanceEnd, 1.));
        
        float fadeOutS = smoothstep(0., 2., dot( wPosS, camDir ));
        float fadeOutE = smoothstep(0., 2., dot( wPosE, camDir ));


        float bS = pnoise( 1.5* instanceStart + vec3( 2.5 * iTime ), vec3( 3.0 ) );
        float bE = pnoise( 1.5* instanceEnd + vec3( 2.5 * iTime ), vec3( 3.0 ) );
        
        vec3 iStart = instanceStart + vec3(0, 0, 1) * bS * fadeOutS;
        vec3 iEnd = instanceEnd + vec3(0, 0, 1) * bE * fadeOutE;
        
      // camera space
			vec4 start = modelViewMatrix * vec4( iStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( iEnd, 1.0 );
        `
  );
};

let line = new Line2(fromElipse, matLine);

line.computeLineDistances();
scene.add(line);

line.rotation.x = Math.PI / 2;

let clock = new THREE.Clock();

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

renderer.setAnimationLoop((_) => {
  u.iTime.value = clock.getElapsedTime() * 0.25;
  matLine.resolution.set(innerWidth, innerHeight);
  renderer.render(scene, camera);
});

              
            
!
999px

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