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HTML

              
                <script>
  let simplexNoise = `
  //	Simplex 3D Noise 
//	by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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 * C 
  vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  vec3 x3 = x0 - 1. + 3.0 * C.xxx;

// Permutations
  i = mod(i, 289.0 ); 
  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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
  float n_ = 1.0/7.0; // N=7
  vec3  ns = n_ * D.wyz - D.xzx;

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

  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 = 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>
              
            
!

CSS

              
                body {
  overflow: hidden;
  margin: 0;
}

              
            
!

JS

              
                import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { FontLoader } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/loaders/FontLoader";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/utils/BufferGeometryUtils";

console.clear();

let scene = new THREE.Scene();
scene.background = new THREE.Color(0.5, 0.75, 1).multiplyScalar(0.2);
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 1).setLength(500);
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

let gu = {
  time: {value: 0}
}

const loader = new FontLoader();
loader.load(
  "https://threejs.org/examples/fonts/helvetiker_regular.typeface.json",
  function (font) {
    const color = new THREE.Color(0.5, 1, 1).getHex();

    const matDark = new THREE.LineBasicMaterial({
      color: color,
      onBeforeCompile: shader => {
        shader.uniforms.time = gu.time;
        shader.vertexShader = `
          uniform float time;
          attribute float phase;
          ${simplexNoise}
          ${shader.vertexShader}
        `.replace(
          `#include <begin_vertex>`,
          `#include <begin_vertex>
            float t = time * 0.1;
            vec3 pos = position;
            pos.x += sin(phase + t) * 300.;
            
            float nX = snoise(vec3(pos.xy / 500. + 500., t));
            float nY = snoise(vec3(pos.xy / 500. + 1000., t));
            float nZ = snoise(vec3(pos.xy / 500. + 1500., t));
            
            pos += vec3(nX, nY, nZ) * vec3(3, 1, 3) * 20.;
            
            transformed = pos;
          `
        );
        console.log(shader.vertexShader)
      }
    });

    const message = "DISTORT";

    const shapes = font.generateShapes(message, 60);

    // make line shape ( N.B. edge view remains visible )

    const holeShapes = [];

    for (let i = 0; i < shapes.length; i++) {
      const shape = shapes[i];

      if (shape.holes && shape.holes.length > 0) {
        for (let j = 0; j < shape.holes.length; j++) {
          const hole = shape.holes[j];
          holeShapes.push(hole);
        }
      }
    }

    shapes.push.apply(shapes, holeShapes);

    let gs = [];
    for (let i = 0; i < shapes.length; i++) {
      const shape = shapes[i];

      const points = getSegments(shape.getSpacedPoints(200));
      const geometry = new THREE.BufferGeometry().setFromPoints(points);
      gs.push(geometry)
    }
    let geometry = BufferGeometryUtils.mergeBufferGeometries(gs);
    geometry.center();
    
    let box3 = new THREE.Box3().setFromBufferAttribute(geometry.attributes.position);
    let size = new THREE.Vector3();
    box3.getSize(size);
    console.log(size);
    
    let tileGs = [];
    let tileCount = 7;
    for(let i = 0; i < tileCount; i++){
      let phase = Math.random() * Math.PI * 2;
      for(let j = 0; j < tileCount; j++){
        let gTile = geometry.clone();
        gTile.translate(
          (-(tileCount - 1) * 0.5 + j) * size.x * 1.2,
          (-(tileCount - 1) * 0.5 + i) * size.y * 1.2,
          0
        )
        setAttributes(gTile, phase);
        tileGs.push(gTile);
      }
    }
    
    let tiles = BufferGeometryUtils.mergeBufferGeometries(tileGs);
    
    const line = new THREE.LineSegments(tiles, matDark);
    line.rotation.set(-0.2, 0.1, 0.1);
    scene.add(line);
  }
); 

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  gu.time.value = t;
  renderer.render(scene, camera);
});

function setAttributes(g, phase){
  let arrPhase = new Array(g.attributes.position.count).fill(phase);
  g.setAttribute("phase", new THREE.Float32BufferAttribute(arrPhase, 1));
}

function getSegments(pts){
  let points = [];
  for(let i = 0; i < pts.length - 1; i++){
    points.push(
      pts[i].clone(),
      pts[i + 1].clone()
    )
  }
  return points;
}
              
            
!
999px

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