* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
import { OrbitControls } from "https://unpkg.com/three@0.120.0/examples/jsm/controls/OrbitControls";var camera, scene, renderer, geometry, material, mesh;
var clock = new THREE.Clock();
var width = window.innerWidth,
height = window.innerHeight;
var tuniform = {
iTime: {
type: 'f',
value: 0.1
},
resolution: {
value: new THREE.Vector2(width, height)
}
};
const vshader = `
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
`;
var fshader = `
// most of the code is from https://www.shadertoy.com/view/lsf3RH
uniform float iTime;
uniform vec4 resolution;
varying vec2 vUv;
float snoise(vec3 uv, float res)
{
const vec3 s = vec3(1e0, 1e2, 1e3);
uv *= res;
vec3 uv0 = floor(mod(uv, res))*s;
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s;
vec3 f = fract(uv); f = f*f*(3.0-2.0*f);
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);
vec4 r = fract(sin(v*1e-1)*1e3);
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
r = fract(sin((v + uv1.z - uv0.z)*1e-1)*1e3);
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
return mix(r0, r1, f.z)*2.-1.;
}
void main( )
{
vec2 p = -0.42 + 0.84 *vUv;
//vec2 p = -.5 + gl_FragCoord.xy / resolution.xy;
//p.x *= resolution.x/resolution.y;
//p.x *= 1.5;
float color = 3.0 - (3.*length(2.*p));
vec3 coord = vec3(atan(p.x,p.y)/6.2832+.5, length(p)*.4, .5);
coord = 1.0 - coord;
for(int i = 1; i <= 2; i++) {
float power = pow(2.0, float(i));
color += (0.4 / power) * snoise(coord + vec3(0.,-iTime*.05, iTime*.01), power*16.);
}
color = 1.0 - color;
color *= 2.7;
color *= smoothstep(0.43, 0.4, length(p));
//
float pct = distance(vUv,vec2(0.5));
// set solid background
float y = smoothstep(0.16,0.525,pct);
//gl_FragColor = vec4(color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , y);
//gl_FragColor = vec4(pow(max(color,0.),3.)*0.15, pow(max(color,0.),2.)*0.4, color, y);
gl_FragColor = vec4(mix(vec3(1.0),vec3(color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15),color),y);
}
`;
var tuniform = {
iTime: {
type: 'f',
value: 0.1
},
resolution: {
value: new THREE.Vector2(width, height)
}
};
init();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff)
camera = new THREE.PerspectiveCamera(75,
window.innerWidth / window.innerHeight,
1,
10000);
camera.position.z = 1000;
scene.add(camera);
geometry = new THREE.CircleGeometry(750, 750);
material = new THREE.ShaderMaterial({
uniforms: tuniform,
vertexShader: vshader,
fragmentShader: fshader,
side: 2,
transparent: true
});
mesh = new THREE.Mesh(geometry, material);
mesh.scale.x = 0.5;
scene.add(mesh);
const light = new THREE.AmbientLight( 0x404040 ); // soft white light
scene.add( light );
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
//container.appendChild( renderer.domElement );
document.body.appendChild(renderer.domElement);
var controls = new OrbitControls(camera, renderer.domElement);
controls.update();
animate();
}
function animate() {
tuniform.iTime.value += clock.getDelta();
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
This Pen doesn't use any external CSS resources.