cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

You're using npm packages, so we've auto-selected Babel for you here, which we require to process imports and make it all work. If you need to use a different JavaScript preprocessor, remove the packages in the npm tab.

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

Use npm Packages

We can make npm packages available for you to use in your JavaScript. We use webpack to prepare them and make them available to import. We'll also process your JavaScript with Babel.

⚠️ This feature can only be used by logged in users.

Code Indentation

     

Save Automatically?

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.

            
              <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
    uniform float u_time;
  
    const float spawnrate = .01;
    const float life = 200.;
    const float fadetime = 20.;
    const int octaves = 5;
    const float seed = 43758.5453123;
    const float seed2 = 73156.8473192;
  
    float random(float val) {
      return fract(sin(val) * seed);
    }
  
    vec2 random2(vec2 st, float seed){
        st = vec2( dot(st,vec2(127.1,311.7)),
                  dot(st,vec2(269.5,183.3)) );
        return -1.0 + 2.0*fract(sin(st)*seed);
    }
  
    float random2d(vec2 uv) {
      return fract(
                sin(
                  dot( uv.xy, vec2(12.9898, 78.233) )
                ) * seed);
    }
  
  varying float v_z;
  
  float easeLinear(float time, float begin, float change, float duration)
  {
    return change * time / duration + begin;
  }
  vec2 easeLinear(float time, vec2 begin, vec2 change, float duration)
  {
    return change * time / duration + begin;
  }
      
  void main() {
    vec4 pos = vec4(position,1.0);
    float id = position.z;
    bool emitter = mod(id, 2.) == 0.;
    float rand = random(id);
    float rand1 = random(id + 1.);
    float pointsize = 100. * rand * rand1;
    
    // float spawnrate = spawnrate + (sin(u_time / 10.) + 1.) * .01;
    float time = mod(u_time - id * spawnrate, life);
    float step = time / life;
    bool alive = time >= 0.;
    
    vec2 polar = vec2(0., 0.);
    
    if(alive) {
      if(emitter) {
        // pos.xy = vec2(10. * rand);
        vec2 outerPolar = vec2(30. + sin(u_time / 50.) * 10., 200.);
        polar = easeLinear(time, vec2(sin(u_time / 50.), 100. + sin(u_time / 10.) * 50.), outerPolar, life);
        // polar.x += sin(u_time / 10. * rand) + 1.;
        polar.y += (sin((u_time + 100.) / 10. * rand) + 1.) * (polar.x * 2. + 10.);

        if(time < fadetime) {
          pointsize = easeLinear(time, 0., pointsize, fadetime);
        } else if(time > life - fadetime) {
          pointsize = easeLinear(time - life + fadetime, pointsize, -pointsize, fadetime);
        }
        pointsize *= (sin((u_time + 100.) / 10. * rand1) + 1.);
        pointsize *= cos(polar.x * 1.5 + u_time * .1) * .5 + 1.;
        pos.z = 100.;
      } else {
        // pos.xy = vec2(10. * rand);
        vec2 outerPolar = vec2(30. + sin(u_time / 50.) * 10. + 3.14, 200.);
        polar = easeLinear(time, vec2(sin(u_time / 50.) + 3.14, 100. + cos(u_time / 10.) * 50.), outerPolar, life);
        // polar.x += sin(u_time / 10. * rand) + 1.;
        polar.y += (sin((u_time + 100.) / 10. * rand) + 1.) * (polar.x * 2. + 10.);

        if(time < fadetime) {
          pointsize = easeLinear(time, 0., pointsize, fadetime);
        } else if(time > life - fadetime) {
          pointsize = easeLinear(time - life + fadetime, pointsize, -pointsize, fadetime);
        }
        pointsize *= 1. - (sin((u_time + 100.) / 10. * rand1) + 1.);
        // pointsize *= cos(polar.x * 1.5 + u_time * .1) * .5 + 1.;
        pos.z = 90.;
      }
    }
    
    pos.x += cos(polar.x) * polar.y;
    pos.y += sin(polar.x) * polar.y;
    
    v_z = pos.z / 100. + polar.x / 100.;
    gl_PointSize = pointsize;

    gl_Position = projectionMatrix *
                  modelViewMatrix *
                  pos;
  }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
    uniform vec2 u_resolution;
    uniform float u_time;
    uniform sampler2D tSprite;
  
    varying float v_z;

    vec3 hsb2rgb( in vec3 c ){
      vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
                               6.0)-3.0)-1.0,
                       0.0,
                       1.0 );
      rgb = rgb*rgb*(3.0-2.0*rgb);
      return c.z * mix( vec3(1.0), rgb, c.y);
    }
  
    #define TAU 6.28318531
    float starSDF(vec2 st, int V, float s) {
      // st = st*4.-2.;
      float a = atan(st.y, st.x)/TAU;
      float seg = a * float(V);
      a = ((floor(seg) + 0.5)/float(V) + 
          mix(s,-s,step(.5,fract(seg)))) 
          * TAU;
      return abs(dot(vec2(cos(a),sin(a)),
                     st));
    }
  
    void main() {
      vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
      
      float dist;
      
      vec2 pointUV = gl_PointCoord.xy - .5 * v_z / v_z;
      dist = 1. - length(pointUV) * 3.;
      
      vec2 polar = vec2(atan(uv.y, uv.x), length(uv.xy));
      int points = int(dist * 5.);
      
      // gl_FragColor = vec4(hsb2rgb(vec3(polar.y / 3., 1. - v_z * sin(polar.y * u_time / 100.), polar.y * v_z / 10.)), dist);
      gl_FragColor = vec4(
        mix(
          vec3(5.0, 0., 0.), 
          vec3(.8, 1.5, .5), 
          clamp(dist * v_z, 0., 1.)
        ) * 
        dist, 
        smoothstep(0.6, .61 + v_z / 1.5, dist)
      );
      // gl_FragColor *= v_z / 2.;
      // gl_FragColor = vec4(vec3(.8, .8, .5), smoothstep(0.8, .81, dist));
      // gl_FragColor = vec4(v_z / 2.);
      // gl_FragColor = vec4(vec3(dist), dist);
    }
</script>


<div id="container"></div>
            
          
!
            
              body {
  margin: 0;
  padding: 0;
}

#container {
  position: fixed;
}
            
          
!
            
              /*
Most of the stuff in here is just bootstrapping. Essentially it's just
setting ThreeJS up so that it renders a flat surface upon which to draw 
the shader. The only thing to see here really is the uniforms sent to 
the shader. Apart from that all of the magic happens in the HTML view
under the fragment shader.
*/

let container;
let camera, scene, renderer;
let uniforms;

function init() {
  container = document.getElementById( 'container' );

  camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
  camera.position.z = 600;
  // camera.position.x = -300;
  console.log(camera.lookAt(0,0,0));

  scene = new THREE.Scene();
  
  var geometry = new THREE.Geometry();

  var particleCount = 150000;
  // particleCount = 100;

  for (i = 0; i < particleCount; i++) {

      var vertex = new THREE.Vector3();
    
      vertex.x = 0;
      vertex.y = 0;
      vertex.z = i;

      geometry.vertices.push(vertex);
  }

  uniforms = {
    u_time: { type: "f", value: -10000.0 },
    u_resolution: { type: "v2", value: new THREE.Vector2() },
    u_mouse: { type: "v2", value: new THREE.Vector2() }
  };

  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  } );
  material.transparent = true;
  material.blending = THREE.AdditiveBlending;
  material.depthTest = false;

  var mesh = new THREE.Points( geometry, material );
  // var mesh = new THREE.Mesh( geometry, starsMaterial );
  scene.add( mesh );

  renderer = new THREE.WebGLRenderer();
  // renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setPixelRatio( 1 );

  container.appendChild( renderer.domElement );

  onWindowResize();
  window.addEventListener( 'resize', onWindowResize, false );

  document.onmousemove = function(e){
    
    // camera.position.x = -300 + e.pageX / window.innerWidth * 600;
    // camera.position.y = 300 + e.pageY / window.innerHeight * -600;
    // console.log(camera.lookAt(0,0,0));
    
    uniforms.u_mouse.value.x = e.pageX
    uniforms.u_mouse.value.y = e.pageY
  }
}

function onWindowResize( event ) {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
  uniforms.u_resolution.value.x = renderer.domElement.width;
  uniforms.u_resolution.value.y = renderer.domElement.height;
}

function animate() {
  requestAnimationFrame( animate );
  render();
}

function render() {
  uniforms.u_time.value += 0.02;
  renderer.render( scene, camera );
}



init();
animate();
            
          
!
999px
🕑 One or more of the npm packages you are using needs to be built. You're the first person to ever need it! We're building it right now and your preview will start updating again when it's ready.
Loading ..................

Console