JavaScript preprocessors can help make authoring JavaScript easier and more convenient. For instance, CoffeeScript can help prevent easy-to-make mistakes and offer a cleaner syntax and Babel can bring ECMAScript 6 features to browsers that only support ECMAScript 5.
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.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D texture;
uniform sampler2D texture2;
uniform sampler2D disp;
uniform float time;
uniform float random;
uniform float dispFactor;
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}
void main() {
vec2 uv = vUv;
vec2 newUV = vec2(uv.x, uv.y);
newUV -= 0.5;
vec2 rotUV = rotate(newUV, random);
rotUV += 0.5;
vec4 disp = texture2D(disp, rotUV);
vec2 distortedPosition = vec2(uv.x + dispFactor * (disp.g*0.3), uv.y);
vec2 distortedPosition2 = vec2(uv.x - (1.0 - dispFactor) * (disp.g*0.3), uv.y);
vec4 _texture = texture2D(texture, distortedPosition);
vec4 _texture2 = texture2D(texture2, distortedPosition2);
vec2 distortedPosition3 = vec2(uv.x + dispFactor * (disp.g*0.25), uv.y);
vec4 _texture3 = texture2D(texture2, distortedPosition3);
vec4 finalTexture = mix(_texture, _texture2, dispFactor);
vec4 finalTexture2 = mix(_texture, _texture3, dispFactor);
gl_FragColor = finalTexture * finalTexture2;
}
</script>
body {
margin: 0;
overflow: hidden;
position: fixed;
}
canvas {
width: 100%;
height: 100%;
}
window.addEventListener("resize", onWindowResize);
var frustumSize = 600;
var aspect = window.innerWidth / window.innerHeight;
var clock = new THREE.Clock(true);
var scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(
frustumSize * aspect / -2,
frustumSize * aspect / 2,
frustumSize / 2,
frustumSize / -2,
1,
2000
);
camera.lookAt(scene.position);
camera.position.z = 1;
var renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio = 1;
renderer.setClearColor(0xffffff, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.left = -frustumSize * aspect / 2;
camera.right = frustumSize * aspect / 2;
camera.top = frustumSize / 2;
camera.bottom = -frustumSize / 2;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
var addToGPU = function(t) {
renderer.setTexture2D(t, 0);
};
var loader = new THREE.TextureLoader();
loader.crossOrigin = "";
var texture1 = loader.load("https://robindelaporte.fr/codepen/loader/0.png", function(texture) {
addToGPU(texture);
});
var texture2 = loader.load("https://robindelaporte.fr/codepen/loader/10.png", function(texture) {
addToGPU(texture);
});
var texture3 = loader.load("https://robindelaporte.fr/codepen/loader/28.png", function(texture) {
addToGPU(texture);
});
var texture4 = loader.load("https://robindelaporte.fr/codepen/loader/44.png", function(texture) {
addToGPU(texture);
});
var texture5 = loader.load("https://robindelaporte.fr/codepen/loader/61.png", function(texture) {
addToGPU(texture);
});
var texture6 = loader.load("https://robindelaporte.fr/codepen/loader/85.png", function(texture) {
addToGPU(texture);
});
var texture7 = loader.load("https://robindelaporte.fr/codepen/loader/99.png", function(texture) {
addToGPU(texture);
});
var texture8 = loader.load("https://robindelaporte.fr/codepen/loader/done.png", function(texture) {
addToGPU(texture);
});
var disp = loader.load("https://robindelaporte.fr/codepen/loader/fluid.jpg");
disp.wrapS = disp.wrapT = THREE.RepeatWrapping;
var mat = new THREE.ShaderMaterial({
uniforms: {
time: { type: "f", value: 1.0 },
random: { type: "f", value: 0.0 },
dispFactor: { type: "f", value: 0.0 },
texture: { type: "t", value: texture1 },
texture2: { type: "t", value: texture2 },
disp: { type: "t", value: disp }
},
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent,
transparent: true,
opacity: 1.0
});
var geometry = new THREE.PlaneBufferGeometry(600, 600, 1);
var object = new THREE.Mesh(geometry, mat);
scene.add(object);
var c = false;
var step = 0;
window.addEventListener("click", function() {});
var doClick = function() {
switch (step) {
case 0:
break;
case 1:
mat.uniforms.texture.value = texture3;
break;
case 2:
mat.uniforms.texture2.value = texture4;
break;
case 3:
mat.uniforms.texture.value = texture5;
break;
case 4:
mat.uniforms.texture2.value = texture6;
break;
case 5:
mat.uniforms.texture.value = texture7;
break;
case 6:
mat.uniforms.texture2.value = texture8;
break;
default:
}
step += 1;
if (!c) {
TweenMax.to(mat.uniforms.dispFactor, 1.5, { value: 1, ease: Expo.easeInOut });
c = true;
mat.uniforms.random.value = Math.random() * 10;
} else {
TweenMax.to(mat.uniforms.dispFactor, 1.5, { value: 0, ease: Expo.easeInOut });
c = false;
}
};
setInterval(function() {
if (step > 6) {
return;
}
doClick();
}, 1600);
var animate = function() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
var d = clock.getDelta();
mat.uniforms.time.value += d;
};
animate();
Also see: Tab Triggers