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HTML

              
                <button id="btnUpdate" style="position: absolute; margin: 10px; width:100px; height: 50px;">re-generate</button>
<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@0.140.0",
      "three/": "https://cdn.skypack.dev/three@0.140.0/"
    }
  }
</script>
<script type="x-shader/x-vertex" id="vertexshader">

  varying vec2 vUv;

  void main() {

    vUv = uv;

    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

  }

</script>

<script type="x-shader/x-fragment" id="fragmentshader">

  uniform sampler2D baseTexture;
  uniform sampler2D bloomTexture;

  varying vec2 vUv;

  void main() {

    gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );

  }

</script>
<script id="noiseFS" type="x-shader/x-fragment">
//	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 "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";

import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass';
import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass';

console.clear();

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
//renderer.toneMapping = THREE.ReinhardToneMapping;
//renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);

let clock = new THREE.Clock();

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

let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;

let path = new THREE.Path();
path.moveTo(-5, 5);
path.lineTo(-5, 5);
const segs = 40,
      r = 10 / (segs * 4),
      step = r * 2;
for(let i = 0; i < segs; i++){
  path.absarc( 5, 5 - r - i * step * 2, r, Math.PI * 0.5, Math.PI * 1.5, true);
  path.absarc(-5, 5 - r * 3 - i * step * 2, r, Math.PI * 0.5, Math.PI * 1.5, false)
}
path.lineTo(5, -5);

const points = path.getSpacedPoints(25000);

let eGeom = new THREE.BufferGeometry().setFromPoints(points);
let l = new THREE.Line(eGeom);
let geometry = new LineGeometry();
let geoLine = geometry.fromLine(l);
let canvas = document.createElement("canvas");
canvas.width = canvas.height = 512;
let tex = new THREE.CanvasTexture(canvas);

let updateCounter = 0;
updateTexture();
btnUpdate.addEventListener("click", event => {updateTexture()});
//setInterval(() => {updateTexture()}, 1000);

let u = {
  globalBloom: {value: 0},
  iTime: { value: 0 },
  iTexture: { value: tex /*new THREE.TextureLoader().load("https://threejs.org/examples/textures/uv_grid_opengl.jpg")*/}
};
let matLine = new LineMaterial({
  color: 0x404040,
  worldUnits: true,
  linewidth: 0.1,
  dashed: false,
  alphaToCoverage: false
});

matLine.onBeforeCompile = (shader) => {
  shader.uniforms.globalBloom = u.globalBloom;
  shader.uniforms.iTime = u.iTime;
  shader.uniforms.iTexture = u.iTexture;
  shader.vertexShader = `
      uniform float iTime;
      varying vec2 vUv;
      ${document.getElementById("noiseFS").textContent}
      ${shader.vertexShader}
   `.replace(
    `// camera space
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );`,
    `
        float time = iTime * 0.5;
        vec2 calcUVStart = (instanceStart.xy - vec2(-5.)) / 10.;
        vec2 calcUVEnd = (instanceEnd.xy - vec2(-5.)) / 10.;
        //float xS = snoise(vec3(calcUVStart * 2.5 + 1., time));
        //float xE = snoise(vec3(calcUVEnd * 2.5 + 1., time));
        float yS = snoise(vec3(calcUVStart * 2.5, time));
        float yE = snoise(vec3(calcUVEnd * 2.5, time));
        float zS = snoise(vec3(calcUVStart * 2.5 - 1., time));
        float zE = snoise(vec3(calcUVEnd * 2.5 - 1., time));
        
        
        vec3 nDir = vec3(0, 1, 1) * 0.75;
        vec3 iStart = instanceStart + nDir * vec3(1, yS, zS);
        vec3 iEnd = instanceEnd + nDir * vec3(1, yE, zE);
        
        vec2 finalUVStart = (iStart.xy - vec2(-5.)) / 10.;
        vec2 finalUVEnd = (iEnd.xy - vec2(-5.)) / 10.;
        vUv = (finalUVStart + finalUVEnd) * 0.5;
        
      // camera space
			vec4 start = modelViewMatrix * vec4( iStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( iEnd, 1.0 );
        `
  )
  shader.fragmentShader = `
    uniform float globalBloom;
    uniform sampler2D iTexture;
    varying vec2 vUv;
    ${shader.fragmentShader}
  `.replace(
    `vec4 diffuseColor = vec4( diffuse, alpha );`,
    `
    vec2 uv = vUv;
    uv.x = abs(vUv.x - 0.5) + 0.25;
    vec4 texColor = texture2D(iTexture, uv);
    
    float auv = step(0., min(vUv.x, vUv.y)) - step(1., max(vUv.x, vUv.y));
    
    if (auv < 0.5 || texColor.a < 0.99 ) discard;
    
    vec3 col = mix(diffuse, texColor.rgb, texColor.a * auv);
    vec4 diffuseColor = vec4( col, alpha );`
  ).replace(
    `#include <premultiplied_alpha_fragment>`,
    `#include <premultiplied_alpha_fragment>
      
      gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
      float d = min(1., step(0.9, texColor.b) + step(0.9, texColor.r));
      vec3 bloomCol = mix(vec3(1), texColor.rgb, d * globalBloom);
      gl_FragColor.rgb = mix(gl_FragColor.rgb, bloomCol, d);
    `
  );
  console.log(shader.fragmentShader);
};

let line = new Line2(geoLine, matLine);

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

// BLOOM
const params = {
  bloomStrength: 2,
  bloomThreshold: 0,
  bloomRadius: 0.5
};
const renderScene = new RenderPass( scene, camera );

const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;

const bloomComposer = new EffectComposer( renderer );
bloomComposer.renderToScreen = false;
bloomComposer.addPass( renderScene );
bloomComposer.addPass( bloomPass );

const finalPass = new ShaderPass(
  new THREE.ShaderMaterial( {
    uniforms: {
      baseTexture: { value: null },
      bloomTexture: { value: bloomComposer.renderTarget2.texture }
    },
    vertexShader: document.getElementById( 'vertexshader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
    defines: {}
  } ), 'baseTexture'
);
finalPass.needsSwap = true;

const finalComposer = new EffectComposer( renderer );
finalComposer.addPass( renderScene );
finalComposer.addPass( finalPass );
////////

renderer.setAnimationLoop((_) => {
  u.iTime.value = clock.getElapsedTime() * 0.25;
  matLine.resolution.set(innerWidth, innerHeight);
  controls.update();
  
  renderer.setClearColor(0x000000);
  u.globalBloom.value = 1;
  bloomComposer.render();
  renderer.setClearColor(0x304050);
  u.globalBloom.value = 0;
  finalComposer.render();
  //renderer.render(scene, camera);
});

function updateTexture(){
  let c = canvas;
  let ctx = c.getContext("2d");
  let styles = ['#000000', '#111111', '#ff0000', '#000000', '#111111', '#000000', '#404040', '#606060'];
  ctx.lineWidth = 15;
  ctx.lineJoin = 'round';
  ctx.clearRect(0, 0, c.width, c.height);
  drawTriangle("rgb(0, 200, 255)");
  for(let i = 0; i < styles.length * 3; i++){
    drawTriangle(styles[i % styles.length]);
  }
  tex.needsUpdate = true;
  updateCounter++;
  
  function drawTriangle(color){
    ctx.strokeStyle = color;
    ctx.beginPath();
    ctx.moveTo(Math.random()*c.width,Math.random()*c.height);
    ctx.lineTo(Math.random()*c.width,Math.random()*c.height);
    ctx.lineTo(Math.random()*c.width,Math.random()*c.height);
    ctx.closePath();
    ctx.stroke();
  }
}

              
            
!
999px

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