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HTML

              
                <script type="x-shader/x-vertex" id="vertexshader">

  attribute float size;
  attribute vec3 customColor;
  varying vec3 vColor;

  void main() {

    vColor = customColor;
    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    gl_PointSize = size * ( 300.0 / -mvPosition.z );
    gl_Position = projectionMatrix * mvPosition;

  }

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

 uniform vec3 color;
 uniform sampler2D pointTexture;

 varying vec3 vColor;

 void main() {

   gl_FragColor = vec4( color * vColor, 1.0 );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

 }
</script>

<div id="magic"></div>
<div class="playground">
  <div class="bottomPosition">
     <a href="http://sanprieto.es/" target="_blank"><svg class="logo" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 278.8 278.8"><circle fill="#000205" cx="139.4" cy="139.4" r="139.4"/><g fill="none" stroke="#FFF" stroke-width="6.062" stroke-miterlimit="10"><path d="M214 183.4l-74.6 43.1-75.5-43.6V95.8l75.5-43.5 75.4 43.5v59.8l-11.3 6.5z"/><path d="M139.4 226.5l-18.8-38.2 18.8 10.8 75.4-43.5M63.9 95.8l75.3 43.6 75.6-43.6M139.2 139.4v59.7"/></g>
       </svg></a>
        <h1 class="special">RICARDO SANPRIETO <br><span class="minText">Creative developer && digital designer.</span></h1>
  </div>
</div>
              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css2?family=Roboto&display=swap');
html, body { 
  
  margin: 0;
  height: 100%;
  overflow: hidden;
  font-family: 'Roboto' !important; 
  color: white;
  font-size: 9px;
}

#magic {

  position: fixed;
  width: 100%;
  height: 100vh;
  display: block;
  top: 0;
  left: 0;
  z-index: -9999;
}

.playground{

  position: fixed;
  width: 100%;
  height: 100vh;
  display: block;
  top: 0;
  left: 0;
  display: flex;
  flex-wrap: nowrap;
  flex-direction: column;
  justify-content: flex-end;
  align-items: center;

}
.bottomPosition{

  text-align: center;
  margin-bottom: 50px;
  
}
.minText{
  
  font-size: 14px;
}

a {
  color: white;
  font-size: 12px;
  text-decoration: none;
}

.logo {
    width: 50px;
    height: 50px;
}



              
            
!

JS

              
                const preload = () => {

  let manager = new THREE.LoadingManager();
  manager.onLoad = function() { 
    const environment = new Environment( typo, particle );
  }

  var typo = null;
  const loader = new THREE.FontLoader( manager );
  const font = loader.load('https://res.cloudinary.com/dydre7amr/raw/upload/v1612950355/font_zsd4dr.json', function ( font ) { typo = font; });
  const particle = new THREE.TextureLoader( manager ).load( 'https://res.cloudinary.com/dfvtkoboz/image/upload/v1605013866/particle_a64uzf.png');

}

if ( document.readyState === "complete" || (document.readyState !== "loading" && !document.documentElement.doScroll))
  preload ();
else
  document.addEventListener("DOMContentLoaded", preload ); 

class Environment {

  constructor( font, particle ){ 

    this.font = font;
    this.particle = particle;
    this.container = document.querySelector( '#magic' );
    this.scene = new THREE.Scene();
    this.createCamera();
    this.createRenderer();
    this.setup()
    this.bindEvents();
  }

  bindEvents(){

    window.addEventListener( 'resize', this.onWindowResize.bind( this ));
    
  }

  setup(){ 

    this.createParticles = new CreateParticles( this.scene, this.font,             this.particle, this.camera, this.renderer );
  }

  render() {
    
     this.createParticles.render()
     this.renderer.render( this.scene, this.camera )
  }

  createCamera() {

    this.camera = new THREE.PerspectiveCamera( 65, this.container.clientWidth /  this.container.clientHeight, 1, 10000 );
    this.camera.position.set( 0,0, 100 );

  }

  createRenderer() {

    this.renderer = new THREE.WebGLRenderer();
    this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );

    this.renderer.setPixelRatio( Math.min( window.devicePixelRatio, 2));

    this.renderer.outputEncoding = THREE.sRGBEncoding;
    this.container.appendChild( this.renderer.domElement );

    this.renderer.setAnimationLoop(() => { this.render() })

  }

  onWindowResize(){

    this.camera.aspect = this.container.clientWidth / this.container.clientHeight;
    this.camera.updateProjectionMatrix();
    this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );

  }
}

class CreateParticles {
	
	constructor( scene, font, particleImg, camera, renderer ) {
    
		this.scene = scene;
		this.font = font;
		this.particleImg = particleImg;
		this.camera = camera;
		this.renderer = renderer;
		
		this.raycaster = new THREE.Raycaster();
		this.mouse = new THREE.Vector2(-200, 200);
		
		this.colorChange = new THREE.Color();

		this.buttom = false;

		this.data = {

			text: 'FUTURE\nIS NOW',
			amount: 1500,
			particleSize: 1,
			particleColor: 0xffffff,
			textSize: 16,
			area: 250,
			ease: .05,
		}

		this.setup();
		this.bindEvents();

	}


	setup(){

		const geometry = new THREE.PlaneGeometry( this.visibleWidthAtZDepth( 100, this.camera ), this.visibleHeightAtZDepth( 100, this.camera ));
		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, transparent: true } );
		this.planeArea = new THREE.Mesh( geometry, material );
		this.planeArea.visible = false;
		this.createText();

	}

	bindEvents() {

		document.addEventListener( 'mousedown', this.onMouseDown.bind( this ));
		document.addEventListener( 'mousemove', this.onMouseMove.bind( this ));
		document.addEventListener( 'mouseup', this.onMouseUp.bind( this ));
		
	}

	onMouseDown(){
		
		this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
		this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

		const vector = new THREE.Vector3( this.mouse.x, this.mouse.y, 0.5);
		vector.unproject( this.camera );
		const dir = vector.sub( this.camera.position ).normalize();
		const distance = - this.camera.position.z / dir.z;
		this.currenPosition = this.camera.position.clone().add( dir.multiplyScalar( distance ) );
		
		const pos = this.particles.geometry.attributes.position;
		this.buttom = true;
		this.data.ease = .01;
		
	}

	onMouseUp(){

		this.buttom = false;
		this.data.ease = .05;
	}

	onMouseMove( ) { 

	    this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
	    this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

	}

	render( level ){ 

		const time = ((.001 * performance.now())%12)/12;
		const zigzagTime = (1 + (Math.sin( time * 2 * Math.PI )))/6;

		this.raycaster.setFromCamera( this.mouse, this.camera );

		const intersects = this.raycaster.intersectObject( this.planeArea );

		if ( intersects.length > 0 ) {

			const pos = this.particles.geometry.attributes.position;
			const copy = this.geometryCopy.attributes.position;
			const coulors = this.particles.geometry.attributes.customColor;
			const size = this.particles.geometry.attributes.size;

		    const mx = intersects[ 0 ].point.x;
		    const my = intersects[ 0 ].point.y;
		    const mz = intersects[ 0 ].point.z;

		    for ( var i = 0, l = pos.count; i < l; i++) {

		    	const initX = copy.getX(i);
		    	const initY = copy.getY(i);
		    	const initZ = copy.getZ(i);

		    	let px = pos.getX(i);
		    	let py = pos.getY(i);
		    	let pz = pos.getZ(i);

		    	this.colorChange.setHSL( .5, 1 , 1 )
		    	coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b )
		    	coulors.needsUpdate = true;

		    	size.array[ i ]  = this.data.particleSize;
		    	size.needsUpdate = true;

		    	let dx = mx - px;
		    	let dy = my - py;
		    	const dz = mz - pz;

		    	const mouseDistance = this.distance( mx, my, px, py )
		    	let d = ( dx = mx - px ) * dx + ( dy = my - py ) * dy;
		    	const f = - this.data.area/d;

		    	if( this.buttom ){ 

		    		const t = Math.atan2( dy, dx );
		    		px -= f * Math.cos( t );
		    		py -= f * Math.sin( t );

		    		this.colorChange.setHSL( .5 + zigzagTime, 1.0 , .5 )
		    		coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b )
		    		coulors.needsUpdate = true;

		    		if ((px > (initX + 70)) || ( px < (initX - 70)) || (py > (initY + 70) || ( py < (initY - 70)))){

		    			this.colorChange.setHSL( .15, 1.0 , .5 )
		    			coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b )
		    			coulors.needsUpdate = true;

		    		}

		    	}else{
		    	
			    	if( mouseDistance < this.data.area ){

			    		if(i%5==0){

			    			const t = Math.atan2( dy, dx );
			    			px -= .03 * Math.cos( t );
			    			py -= .03 * Math.sin( t );

			    			this.colorChange.setHSL( .15 , 1.0 , .5 )
			    			coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b )
			    			coulors.needsUpdate = true;

							size.array[ i ]  =  this.data.particleSize /1.2;
							size.needsUpdate = true;

			    		}else{

					    	const t = Math.atan2( dy, dx );
					    	px += f * Math.cos( t );
					    	py += f * Math.sin( t );

					    	pos.setXYZ( i, px, py, pz );
					    	pos.needsUpdate = true;

					    	size.array[ i ]  = this.data.particleSize * 1.3 ;
					    	size.needsUpdate = true;
				    	}

			    		if ((px > (initX + 10)) || ( px < (initX - 10)) || (py > (initY + 10) || ( py < (initY - 10)))){

			    			this.colorChange.setHSL( .15, 1.0 , .5 )
			    			coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b )
			    			coulors.needsUpdate = true;

			    			size.array[ i ]  = this.data.particleSize /1.8;
			    			size.needsUpdate = true;

			    		}
			    	}

		    	}

		    	px += ( initX  - px ) * this.data.ease;
		    	py += ( initY  - py ) * this.data.ease;
		    	pz += ( initZ  - pz ) * this.data.ease;

		    	pos.setXYZ( i, px, py, pz );
		    	pos.needsUpdate = true;

		    }
		}
	}

	createText(){ 

		let thePoints = [];

		let shapes = this.font.generateShapes( this.data.text , this.data.textSize  );
		let geometry = new THREE.ShapeGeometry( shapes );
		geometry.computeBoundingBox();
	
		const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
		const yMid =  (geometry.boundingBox.max.y - geometry.boundingBox.min.y)/2.85;

		geometry.center();

		let holeShapes = [];

		for ( let q = 0; q < shapes.length; q ++ ) {

			let shape = shapes[ q ];

			if ( shape.holes && shape.holes.length > 0 ) {

				for ( let  j = 0; j < shape.holes.length; j ++ ) {

					let  hole = shape.holes[ j ];
					holeShapes.push( hole );
				}
			}

		}
		shapes.push.apply( shapes, holeShapes );

		let colors = [];
		let sizes = [];
					
		for ( let  x = 0; x < shapes.length; x ++ ) {

			let shape = shapes[ x ];

			const amountPoints = ( shape.type == 'Path') ? this.data.amount/2 : this.data.amount;

			let points = shape.getSpacedPoints( amountPoints ) ;

			points.forEach( ( element, z ) => {
						
				const a = new THREE.Vector3( element.x, element.y, 0 );
				thePoints.push( a );
				colors.push( this.colorChange.r, this.colorChange.g, this.colorChange.b);
				sizes.push( 1 )

				});
		}

		let geoParticles = new THREE.BufferGeometry().setFromPoints( thePoints );
		geoParticles.translate( xMid, yMid, 0 );
				
		geoParticles.setAttribute( 'customColor', new THREE.Float32BufferAttribute( colors, 3 ) );
		geoParticles.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1) );

		const material = new THREE.ShaderMaterial( {

			uniforms: {
				color: { value: new THREE.Color( 0xffffff ) },
				pointTexture: { value: this.particleImg }
			},
			vertexShader: document.getElementById( 'vertexshader' ).textContent,
			fragmentShader: document.getElementById( 'fragmentshader' ).textContent,

			blending: THREE.AdditiveBlending,
			depthTest: false,
			transparent: true,
		} );

		this.particles = new THREE.Points( geoParticles, material );
		this.scene.add( this.particles );

		this.geometryCopy = new THREE.BufferGeometry();
		this.geometryCopy.copy( this.particles.geometry );
		
	}

	visibleHeightAtZDepth ( depth, camera ) {

	  const cameraOffset = camera.position.z;
	  if ( depth < cameraOffset ) depth -= cameraOffset;
	  else depth += cameraOffset;

	  const vFOV = camera.fov * Math.PI / 180; 

	  return 2 * Math.tan( vFOV / 2 ) * Math.abs( depth );
	}

	visibleWidthAtZDepth( depth, camera ) {

	  const height = this.visibleHeightAtZDepth( depth, camera );
	  return height * camera.aspect;

	}

	distance (x1, y1, x2, y2){
	   
	    return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2));
	}
}

              
            
!
999px

Console