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 src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
#define PI 3.14159265359
#define TAU 6.283185307179586
float tri( float x ) {
return abs( fract(x) - .5 );
}
vec3 tri3( vec3 p ){
return vec3(
tri( p.z + tri( p.y * 1. ) ),
tri( p.z + tri( p.x * 1. ) ),
tri( p.y + tri( p.x * 1. ) )
);
}
float triNoise3D( vec3 p, float spd , float time){
float z = 1.4;
float rz = 0.;
vec3 bp = p;
for( float i = 0.; i <= 3.; i++ ){
vec3 dg = tri3( bp * 2. );
p += ( dg + time * .1 * spd );
bp *= 1.8;
z *= 1.5;
p *= 1.2;
float t = tri( p.z + tri( p.x + tri( p.y )));
rz += t / z;
bp += 0.14;
}
return rz;
}
void main() {
float scale = .4;
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
vec3 highlightColour;
vec3 bodyColour;
vec3 bgColour = mix(vec3(0., .0, .1), vec3(.6,.45,.1) * .5, uv.y + .1);
bgColour += (1. - length(uv * 1.5)) * .2;
vec2 pos = uv / .5;
float bottom = 0.5*(pos.y+1.0) * sin(u_time);
vec2 wave = vec2(0.);
wave.x += bottom*sin(4.0*pos.y-8.0*u_time)*.5;
pos += .25*wave;
pos.x += pos.x / (1.0-(pos.y));
float flameMask = clamp(1.0-length(pos), 0.0, 1.0);
flameMask = 1.0-pow(1.0-flameMask, 4.);
bodyColour = mix(vec3(0.5,0.2,0.2), vec3(0.55,0.25,0.0), uv.y + flameMask);
highlightColour = mix(vec3(1.0,.5,0.0), vec3(1.0,2.0,0.0), uv.y * (1. - flameMask * flameMask));
vec3 uv3d = scale*0.1*vec3(uv.x, uv.y, 0.0);
uv3d += vec3(0.0, -u_time*0.04, u_time*0.02);
float noise = triNoise3D(uv3d * 5. + flameMask * .05, 0., u_time);
noise = noise * 1.5 - .2;
vec3 colour;
float value = flameMask*noise;
value += .5*flameMask;
float flame_edge = flameMask * 0.3*(pos.y+1.0);
float edge = clamp(value-flame_edge*2., 0.0 , 1.0);
float hardMask = smoothstep(flame_edge,flame_edge+0.1, value);
float highlight = 1.0-edge*edge;
uv3d = vec3(uv.x, uv.y, 0.0) + vec3(0.0, -u_time*0.01, u_time*0.025);
highlight = pow(highlight, 2.0);
// colour += glow * 2.;
colour = highlightColour*(hardMask*highlight);
colour = mix(bgColour, colour, hardMask);
colour += bodyColour*flameMask*flameMask;
gl_FragColor = vec4(colour,1.0);
}
</script>
<div id="container" touch-action="none"></div>
body {
margin: 0;
padding: 0;
}
#container {
position: fixed;
touch-action: none;
}
/*
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;
let loader=new THREE.TextureLoader();
let texture;
loader.setCrossOrigin("anonymous");
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
function do_something_with_texture(tex) {
texture = tex;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.minFilter = THREE.LinearFilter;
init();
animate();
}
);
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_noise: { type: "t", value: texture },
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.extensions.derivatives = true;
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener('pointermove', (e)=> {
let ratio = window.innerHeight / window.innerWidth;
uniforms.u_mouse.value.x = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
uniforms.u_mouse.value.y = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1;
e.preventDefault();
});
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate(delta) {
requestAnimationFrame( animate );
render(delta);
}
let capturer = new CCapture( {
verbose: true,
framerate: 60,
// motionBlurFrames: 4,
quality: 90,
format: 'webm',
workersPath: 'js/'
} );
let capturing = false;
isCapturing = function(val) {
if(val === false && window.capturing === true) {
capturer.stop();
capturer.save();
} else if(val === true && window.capturing === false) {
capturer.start();
}
capturing = val;
}
toggleCapture = function() {
isCapturing(!capturing);
}
window.addEventListener('keyup', function(e) { if(e.keyCode == 68) toggleCapture(); });
let then = 0;
function render(delta) {
uniforms.u_time.value = delta * 0.0005;
renderer.render( scene, camera );
if(capturing) {
capturer.capture( renderer.domElement );
}
}
Also see: Tab Triggers