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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 }
};

let g = new THREE.PlaneGeometry(2000, 500, 800, 200);
let m = new THREE.MeshBasicMaterial({
  color: 0xffff00,
  map: getTexture(),
  alphaTest: 0.5,
  side: THREE.DoubleSide,
  onBeforeCompile: shader => {
    shader.uniforms.time = gu.time;
    shader.vertexShader = `
          uniform float time;
          ${simplexNoise}
          ${shader.vertexShader}
        `.replace(
      `#include <begin_vertex>`,
      `#include <begin_vertex>
            float t = time * 0.1;
            vec3 pos = position;

            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, 2, 3) * 20.;

            transformed = pos;
          `
    );
    shader.fragmentShader = `
      uniform float time;
      
      float rand(float n){return fract(sin(n) * 43758.5453123);}
      
      ${shader.fragmentShader}
    `.replace(
      `#include <map_fragment>`,
      `
        #ifdef USE_MAP
          float t = time * 0.05;
          vec2 tUv = vUv * 7.;
          float rowId = floor(tUv.y);
          
          float phase = rand(rowId);
          tUv.x += sin(phase * 3.1415926 * 2. + t) * 5.;
          vec2 cUv = fract(tUv * 7.);
          vec4 sampledDiffuseColor = texture2D( map, fract(tUv) );
          diffuseColor *= sampledDiffuseColor;
        #endif
      `
    );
    console.log(shader.fragmentShader);
  }
});
let o = new THREE.Mesh(g, m);
o.rotation.set(-0.2, 0.1, 0.1);
scene.add(o);

let clock = new THREE.Clock();

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

function getTexture() {
  let c = document.createElement("canvas");
  c.width = 1024;
  c.height = 256;
  let ctx = c.getContext("2d");
  ctx.textBaseline = "middle";
  ctx.textAlign = "center";
  ctx.fillStyle = "#440";
  ctx.strokeStyle = "#ff0";
  ctx.lineWidth = 10;
  let ct = new THREE.CanvasTexture(c);
  let ff = new FontFace(
    "Source Code Pro",
    "url(https://fonts.gstatic.com/s/sourcecodepro/v21/HI_jiYsKILxRpg3hIP6sJ7fM7PqlOPHYvDP_W9O7GQTTbI1bTl0Y.woff2)"
  );
  ff.load().then(
    (_) => {
      ctx.clearRect(0, 0, c.width, c.height);
      ctx.font = '225px "Source Code Pro"';
      let text = "TEXTURE";
      ctx.strokeText(text, c.width * 0.5, c.height * 0.5);
      ctx.fillText(text, c.width * 0.5, c.height * 0.5);
      ct.needsUpdate = true;
      console.log("loaded");
    },
    (err) => {
      console.error(err);
    }
  );
  return ct;
}

              
            
!
999px

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