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

              
                <div id="container"></div>

<button id="start">start</button>

<script type="x-shader/x-vertex" id="vertexshader">
  uniform float amplitude;
  attribute vec3 customColor;
  attribute vec3 displacement;
  varying vec3 vNormal;
  varying vec3 vColor;
  void main() {
    vNormal = normal;
    vColor = customColor;
    vec3 newPosition = position + normal * amplitude * displacement;
    gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  }
</script>

<script type="x-shader/x-fragment" id="fragmentshader">
  varying vec3 vNormal;
  varying vec3 vColor;
  void main() {
    const float ambient = 0.6;
    vec3 light = vec3( 1.0 );
    light = normalize( light );
    float directional = max( dot( vNormal, light ), 0.0 );
    gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
  }
</script>

              
            
!

CSS

              
                body {
  margin: 0px;
  overflow: hidden;
  background: rgb(201,14,157); /* Old browsers */
  background: -moz-linear-gradient(top, rgba(201,14,157,1) 0%, rgba(64,11,102,1) 52%, rgba(22,32,135,1) 100%); /* FF3.6-15 */
  background: -webkit-linear-gradient(top, rgba(201,14,157,1) 0%,rgba(64,11,102,1) 52%,rgba(22,32,135,1) 100%); /* Chrome10-25,Safari5.1-6 */
  background: linear-gradient(to bottom, rgba(201,14,157,1) 0%,rgba(64,11,102,1) 52%,rgba(22,32,135,1) 100%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */
  filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#c90e9d', endColorstr='#162087',GradientType=0 ); /* IE6-9 */
}

button {
  background: black;
  color: white;
  border-radius: 4px;
  padding: 10px 20px 8px;
  position: fixed;
  top: 40px;
  left: calc(50vw - 50px);
  font-size: 11px;
  text-transform: uppercase;
  letter-spacing: 0.2em;
  border: 1px solid #555;
  cursor: pointer;
}

audio {
  position: fixed;
  z-index: 3000;
  top: 10px;
  left: 10px;
  opacity: 0.7;
}
              
            
!

JS

              
                // heavily commented for those trying to learn
const initCanvasAudio = name => {
  // create the new audio
  const audio = new Audio();
  audio.src = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/28963/song18.mp3";
  audio.controls = true;
  audio.autoplay = true;
  audio.crossOrigin = "anonymous";
  document.body.appendChild(audio);

  // wire it up
  const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
  const source = audioCtx.createMediaElementSource(audio);
  const volumeControl = audioCtx.createGain();
  source.connect(audioCtx.destination);
  source.connect(volumeControl);

  // I'm American so it's with a z
  const analyzer = audioCtx.createAnalyser();
  volumeControl.connect(analyzer);
  analyzer.connect(audioCtx.destination);

  //connect the volume adjustments from the user
  volumeControl.gain.value = audio.volume;

  // now we start with the three initialization
  let renderer, scene, camera, stats, controls, mesh, uniforms;
  let width = window.innerWidth,
    height = window.innerHeight;

  //have to kick off init and the animation
  init();
  animate();

  function init() {
    // create the camera and hook up orbit controls
    camera = new THREE.PerspectiveCamera(40, width / height, 1, 10000);
    camera.position.set(0, 0, 100);
    controls = new THREE.OrbitControls(camera);
    controls.autoRotate = true;

    // create the scene
    scene = new THREE.Scene();

    // create the geometry
    let geometry = new THREE.TorusKnotGeometry(20, 0.8, 67, 18, 15, 12);
    geometry.center();
    let tessellateModifier = new THREE.TessellateModifier(8);
    for (let i = 0; i < 6; i++) {
      tessellateModifier.modify(geometry);
    }
    geometry = new THREE.BufferGeometry().fromGeometry(geometry);
    let numFaces = geometry.attributes.position.count / 3;

    //map the colors, fragments
    let colors = new Float32Array(numFaces * 3 * 3);
    let displacement = new Float32Array(numFaces * 3 * 3);
    let color = new THREE.Color();
    for (let f = 0; f < numFaces; f++) {
      let index = 9 * f;
      let h = 0.2 * Math.random();
      let s = 0.5 + 0.5 * Math.random();
      let l = 0.5 + 0.5 * Math.random();
      color.setHSL(h, s, l);
      let d = 10 * (0.5 - Math.random());
      for (let i = 0; i < 3; i++) {
        colors[index + 5 * i] = color.r;
        colors[index + 8 * i + 1] = color.g;
        colors[index + 2 * i + 2] = color.b;
        displacement[index + 3 * i] = d;
        displacement[index + 3 * i + 1] = d;
        displacement[index + 3 * i + 2] = d;
      }
    }

    // add them to the geometry
    geometry.addAttribute("customColor", new THREE.BufferAttribute(colors, 3));
    geometry.addAttribute(
      "displacement",
      new THREE.BufferAttribute(displacement, 3)
    );

    // attach the shader material you see in the html
    uniforms = {
      amplitude: { value: 0.0 }
    };
    const shaderMaterial = new THREE.ShaderMaterial({
      uniforms: uniforms,
      vertexShader: document.getElementById("vertexshader").textContent,
      fragmentShader: document.getElementById("fragmentshader").textContent
    });

    // create the mesh (this is where the geometry and material are added to the scene)
    mesh = new THREE.Mesh(geometry, shaderMaterial);
    scene.add(mesh);

    // renderer
    renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(width, height);
    renderer.autoClear = false;
    renderer.setClearColor(0x000000, 0.0);
    const container = document.getElementById("container");
    container.appendChild(renderer.domElement);
    window.addEventListener("resize", onWindowResize, false);
  }

  // make it still work when you resize the screen
  function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    controls.update();
    renderer.setSize(window.innerWidth, window.innerHeight);
  }

  // rAF and get the frequency data from the audio all the time so we can use it to update the amplitude
  function animate() {
    var freqData = new Uint8Array(analyzer.frequencyBinCount);
    analyzer.getByteFrequencyData(freqData);
    requestAnimationFrame(animate);
    render(freqData);
  }

  //render the sucker
  function render(freqData) {
    // this is what makes the shader pop. This line of code feeds the audio in
    uniforms.amplitude.value = numscale(freqData[0], 0, 300, -2, 2);
    // we have to update the orbit controls anytime we render
    controls.update();
    renderer.render(scene, camera);
  }
};

// chrome needs sound kicked off by the user now
const button = document.querySelector("button");
button.addEventListener("click", event => {
  initCanvasAudio();
  button.remove();
});

// helper function to map scales
const numscale = (num, in_min, in_max, out_min, out_max) => {
  return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
};

              
            
!
999px

Console