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HTML

              
                <div class='canvas-container'></div>

<script src='https://unpkg.com/three@0.99.0/build/three.min.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/controls/OrbitControls.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/postprocessing/EffectComposer.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/postprocessing/RenderPass.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/postprocessing/ShaderPass.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/shaders/CopyShader.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/shaders/LuminosityHighPassShader.js'></script>
<script src='https://unpkg.com/three@0.99.0/examples/js/postprocessing/UnrealBloomPass.js'></script>


<script id='sphere-vertex-shader' type='x-shader/x-vertex'>
    uniform float uTime;
    
    varying vec3 vPosition;
    
    float rand(vec2);
    float noise(vec2);
    

    void main() {
        vec3 delta = vec3(0.0, 0.0, sin(uTime * 5.0 + position.y / 20.0));
        
        vec3 newPosition = position +
            delta * noise(
                position.xy / 10.0 +
                5.0 * noise(
                    vec2(
                        sin(uTime * 0.5) + sin(uTime * 0.4) + sin(uTime * 0.3),
                        sin(uTime * 0.5) + sin(uTime * 0.4) + sin(uTime * 0.3)
                    )
                )
            ) * 4.0;
        
        vPosition = newPosition;

        gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
        gl_PointSize = 2.0;
    }
    
    
    float rand(vec2 seed) {
        return fract(sin(dot(seed, vec2(12.9898,78.233))) * 43758.5453123);
    }
    
    
    float noise(vec2 position) {
        vec2 block_position = floor(position);

        float top_left_value     = rand(block_position);
        float top_right_value    = rand(block_position + vec2(1.0, 0.0));
        float bottom_left_value  = rand(block_position + vec2(0.0, 1.0));
        float bottom_right_value = rand(block_position + vec2(1.0, 1.0));

        vec2 computed_value = smoothstep(0.0, 1.0, fract(position));

        return mix(top_left_value, top_right_value, computed_value.x)
            + (bottom_left_value  - top_left_value)  * computed_value.y * (1.0 - computed_value.x)
            + (bottom_right_value - top_right_value) * computed_value.x * computed_value.y
            - 0.5;
    }
    

</script>


<script id='sphere-fragment-shader' type='x-shader/x-fragment'>
    uniform float uTime;
    
    varying vec3 vPosition;
    
    
    void main() {
        gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    }
    
</script>

              
            
!

CSS

              
                * {
    margin: 0;
    padding: 0;
    box-sizing: border-box;
}

body {
    overflow: hidden;
}

.canvas-container {
    height: 100vh;
    width: 100vw;
    background: #4689a8;
}

              
            
!

JS

              
                let SCENE;
let CAMERA;
let RENDERER;
let CONTROLS;
let COMPOSER;

let TIME = 10; // Let it be non zero at start


main();


function main() {
    init();
    animate();
}


function init() {
    initScene();
    initCamera();
    initRenderer();
    initComposer();
    initControls();
    initEventListeners();

    createObjects();

    document.querySelector('.canvas-container').appendChild(RENDERER.domElement);
}


function initScene() {
    SCENE = new THREE.Scene();

    initLights();
}


function initLights() {
    const point = new THREE.PointLight(0xffffff, 1, 0);
    point.position.set(0, 100, 50);
    SCENE.add(point);
}


function initCamera() {
    CAMERA = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
    CAMERA.position.y = -170;
    CAMERA.position.z = 10;
}


function initRenderer() {
    RENDERER = new THREE.WebGLRenderer({ alpha: true });
    RENDERER.setPixelRatio(window.devicePixelRatio);
    RENDERER.setSize(window.innerWidth, window.innerHeight);
    RENDERER.shadowMap.enabled = true;
    RENDERER.shadowMapSort = true;
    RENDERER.setClearColor(0x4689a8, 0.3);
}


function initComposer() {
    COMPOSER = new THREE.EffectComposer(RENDERER);
    COMPOSER.setSize(window.innerWidth, window.innerHeight);

    const renderPass = new THREE.RenderPass(SCENE, CAMERA);
    COMPOSER.addPass(renderPass);

    const bloomPass = new THREE.UnrealBloomPass(
        new THREE.Vector2(window.innerWidth, window.innerHeight), 0.7, 1, 0.1);
    bloomPass.renderToScreen = true;
    COMPOSER.addPass(bloomPass);
}


function initControls() {
    CONTROLS = new THREE.OrbitControls(CAMERA);
    CONTROLS.enableZoom = false;
    //CONTROLS.minPolarAngle = Math.PI * 1 / 4;
    //CONTROLS.maxPolarAngle = Math.PI * 3 / 4;
    CONTROLS.update();
}


function initEventListeners() {
    window.addEventListener('resize', onWindowResize);

    onWindowResize();
}


function onWindowResize() {
    CAMERA.aspect = window.innerWidth / window.innerHeight;
    CAMERA.updateProjectionMatrix();

    RENDERER.setSize(window.innerWidth, window.innerHeight);
    COMPOSER.setSize(window.innerWidth, window.innerHeight);
}


function animate() {
    requestAnimationFrame(animate);
    CONTROLS.update();
    TIME += 0.005;
    updateUniforms();
    render();
}


function updateUniforms() {
    SCENE.traverse(function(child) {
        if (child instanceof THREE.Points
            && child.material.type === 'ShaderMaterial') {
            child.material.uniforms.uTime.value = TIME;
            child.material.needsUpdate = true;
        }
    });
}


function render() {
    CAMERA.lookAt(SCENE.position);
    COMPOSER.render(SCENE, CAMERA);
}


function createObjects() {
    const geometry = new THREE.PlaneGeometry(300, 300, 300, 150);

    const shaderMaterial = new THREE.ShaderMaterial({
        uniforms: {
            uTime: { value: TIME }
        },
        transparent: true,
        side: THREE.DoubleSide,
        vertexShader:   document.getElementById('sphere-vertex-shader').textContent,
        fragmentShader: document.getElementById('sphere-fragment-shader').textContent
    });

    const plane = new THREE.Points(geometry, shaderMaterial);

    SCENE.add(plane);
    
    const sunGeometry = new THREE.SphereGeometry(15, 64, 64);
    const sunMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
    
    const sun = new THREE.Mesh(sunGeometry, sunMaterial);
    
    sun.translateZ(40);
    sun.translateY(150);
    
    SCENE.add(sun);
}

              
            
!
999px

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