Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

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

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

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 async src="https://ga.jspm.io/npm:es-module-shims@1.6.3/dist/es-module-shims.js" crossorigin="anonymous"></script>
<script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/three@0.153.0/build/three.module.js",
      "three/addons/": "https://unpkg.com/three@0.153.0/examples/jsm/"
    }
  }
</script>

              
            
!

CSS

              
                body{
  overflow: hidden;
  margin: 0;
  background-color: black;
}

              
            
!

JS

              
                import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { mergeGeometries } from "three/addons/utils/BufferGeometryUtils.js";
import { GUI } from "three/addons/libs/lil-gui.module.min.js";

console.clear();

let scene = new THREE.Scene();
scene.background = new THREE.Color(0xaaaaaa);
let camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 1, 1000);
camera.position.set(3, 5, 8).setLength(10);
camera.lookAt(scene.position);
let renderer = new THREE.WebGLRenderer({
  antialias: true
});
renderer.setSize(innerWidth, innerHeight);
//renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

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

let light = new THREE.DirectionalLight(0xffffff, 1.8);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.2));

let solids = [
  new THREE.BoxGeometry(0.75, 0.75, 0.75).toNonIndexed(),
  new THREE.TetrahedronGeometry(0.5),
  new THREE.IcosahedronGeometry(0.5),
  new THREE.DodecahedronGeometry(0.5)
];
solids.forEach(s => {let scale = 0.25; s.scale(scale, scale, scale)});
let gFabric = () => {
  return solids[Math.floor(Math.random() * solids.length)].clone();
}

let setAttributes = (geometry, geometryIndex, colorIndex) => {
  let vertAmount = geometry.attributes.position.count;
  let gIndex = new Array(vertAmount).fill(geometryIndex);
  geometry.setAttribute("gIndex", new THREE.Float32BufferAttribute(gIndex, 1));
}

let amount = 4096;
let colors = {
  value: [new THREE.Color(0xff0000), new THREE.Color(0xffffff)]
}
let morphFactor = {value: 0}

let gs = new Array(amount).fill().map((_, idx) => {
  let gf = gFabric()
    .rotateX(Math.PI * 2 * Math.random())
    .rotateY(Math.PI * 2 * Math.random())
    .rotateZ(Math.PI * 2 * Math.random());
  setAttributes(gf, idx);
  return gf;
});
//console.log(gs)
let g = mergeGeometries(gs);

let vertexData = [];
let v = new THREE.Vector3();
let rv = new THREE.Vector3();
// box
for(let z = 0; z < 16; z++){
  for(let y = 0; y < 16; y++){
    for(let x = 0; x < 16; x++){
      rv.randomDirection().setLength(Math.random() * 0.25 + 0.25);
      v.set(x,y,z).subScalar(7.5).add(rv);
      vertexData.push(v.x, v.y, v.z, Math.random() < 0.125 ? 0 : 1);
    }
  }
}

// helix
let scale = new THREE.Vector3(20, 30, 0.5);
let axis = new THREE.Vector3(0, 1, 0);
let turns = 2.7 * 0.5;
for(let i = 0; i < amount; i++){
  v.random();
  let a = v.y * Math.PI * 2 * turns;
  v.subScalar(0.5).multiply(scale).applyAxisAngle(axis, a);
  vertexData.push(v.x, v.y, v.z, 0);
}

// init rotation
for(let i = 0; i < amount; i++){
  v.random().subScalar(0.5).multiplyScalar(Math.PI * 2);
  vertexData.push(v.x, v.y, v.z, 0);
}

// rotation speed
for(let i = 0; i < amount; i++){
  v.random().subScalar(0.5).multiplyScalar(Math.PI * 2 * ( 0.1 + Math.random() * 0.1));
  vertexData.push(v.x, v.y, v.z, 0);
}

let dataTexture = new THREE.DataTexture(new Float32Array(vertexData), amount, 4, THREE.RGBAFormat, THREE.FloatType);
dataTexture.needsUpdate = true;
//console.log(dataTexture);
let posData = {value: dataTexture};

let time = {
  value: 0
}

let m = new THREE.MeshLambertMaterial({
  //wireframe: true,
  vertexColors: true,
  onBeforeCompile: shader => {
    shader.uniforms.time = time;
    shader.uniforms.colors = colors;
    shader.uniforms.morphFactor = morphFactor;
    shader.uniforms.posData = posData;
    shader.vertexShader = `
      uniform float time;
      uniform vec3 colors[2];
      uniform float morphFactor;
      uniform sampler2D posData;
      
      attribute float gIndex;
      
      // https://forum.gamemaker.io/index.php?threads/solved-3d-rotations-with-a-shader-matrix-or-a-matrix-glsl-es.61064/
      mat4 rx(float a) {
        return mat4( 1.0, 0.0, 0.0, 0.0,
                     0.0,cos(a),sin(a), 0.0,
                     0.0,-sin(a),cos(a), 0.0,
                     0.0, 0.0, 0.0, 1.0);
      }

      mat4 ry(float a){
        return mat4( cos(a),0.0, -sin(a), 0.0,
                     0.0, 1.0, 0.0, 0.0,
                     sin(a), 0.0, cos(a), 0.0,
                     0.0,0.0,0.0,1.0);
      }
               
      mat4 rz(float a){
        return mat4( cos(a), sin(a), 0.0, 0.0,
                     -sin(a), cos(a), 0.0, 0.0,
                     0.0        , 0.0       ,1.0 ,0.0,
                     0.0        , 0.0       ,0.0 ,1.0);
      }
      ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
      
      mat4 rotationXYZ(vec3 angles){
        return rz(angles.z) * ry(angles.y) * rx(angles.x);
      }
      
      
      ${shader.vertexShader}
    `.replace(
      `#include <color_vertex>`,
      `#include <color_vertex>
        
        ivec2 tSize = textureSize(posData, 0);
        
        int colIdx = int(mod(gIndex, float(tSize.x)));
        int rowIdx = int(floor(gIndex / float(tSize.x))) * 2;
        
        vec4 source = texelFetch(posData, ivec2(colIdx, rowIdx), 0);
        int colorIdx = int(source.a);
        vec3 posSource = source.rgb;
        vec3 posDestiny = texelFetch(posData, ivec2(colIdx, rowIdx + 1), 0).rgb;
        
        vColor = colors[colorIdx];
        
        // rotation
        vec3 rotInit = texelFetch(posData, ivec2(colIdx, rowIdx + 2), 0).rgb;
        vec3 rotSpeed = texelFetch(posData, ivec2(colIdx, rowIdx + 3), 0).rgb;
        
        float t = time;
        
        vec3 totalRotation = rotInit + rotSpeed * t;
        
        mat4 rotXYZ = rotationXYZ(totalRotation);
        
      
      `
    ).replace(
      `#include <beginnormal_vertex>`,
      `#include <beginnormal_vertex>
      
      objectNormal = normalize(vec3(rotXYZ * vec4(objectNormal, 1.)));
      `
    )
     .replace(
      `#include <begin_vertex>`,
      `#include <begin_vertex>
        transformed = vec3(rotXYZ * vec4(transformed, 1));
        transformed += mix(posSource, posDestiny, morphFactor);
      `
    );
    console.log(shader.vertexShader);
  }
})

let o = new THREE.Mesh(g, m);
scene.add(o);

let clock = new THREE.Clock();

let gui = new GUI({width: 400});
gui.add(morphFactor, "value", 0, 1).name("morph factor");

renderer.setAnimationLoop((_) => {
  let t = clock.getElapsedTime();
  time.value = t;
  controls.update();
  renderer.render(scene, camera);
});
              
            
!
999px

Console