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HTML

              
                <canvas id="webgl" width="500" height="1758"></canvas>

<script id="vertexShader" type="x-shader/x-vertex">
  attribute vec4 a_position;
  
  uniform mat4 u_modelViewMatrix;
  uniform mat4 u_projectionMatrix;
  
  void main() {
    gl_Position = a_position;
  }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
  precision highp float;
  
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D u_noise;
  
  uniform sampler2D u_buffer;
  uniform bool u_bufferpass;
  
  #define PI 3.14159265359
  #define TAU 6.28318530718
  
  // These awesome complex Math functions curtesy of 
  // https://github.com/mkovacs/reim/blob/master/reim.glsl
  vec2 cCis(float r);
  vec2 cLog(vec2 c); // principal value
  vec2 cInv(vec2 c);
  float cArg(vec2 c);
  float cAbs(vec2 c);
  
  vec2 cMul(vec2 a, vec2 b);
  vec2 cDiv(vec2 a, vec2 b);

  vec2 cCis(float r)
  {
    return vec2( cos(r), sin(r) );
  }
  vec2 cExp(vec2 c)
  {
    return exp(c.x) * cCis(c.y);
  }
  vec2 cConj(vec2 c)
  {
    return vec2(c.x, -c.y);
  }
  vec2 cInv(vec2 c)
  {
    return cConj(c) / dot(c, c);
  }
  vec2 cLog(vec2 c)
  {
    return vec2( log( cAbs(c) ), cArg(c) );
  }
  float cArg(vec2 c)
  {
    return atan(c.y, c.x);
  }
  float cAbs(vec2 c)
  {
    return length(c);
  }
  vec2 cMul(vec2 a, vec2 b)
  {
    return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
  }
  vec2 cDiv(vec2 a, vec2 b)
  {
    return cMul(a, cInv(b));
  }
  
  float r1 = 0.1;
  float r2 = 0.3;
  
  vec2 Droste(vec2 uv) {
    
    r1 = .1 + clamp(u_mouse.x * .5, -.05, .5);
    r2 = .15 + clamp(u_mouse.y * .5 + .5, -.05, .3);
    
    if(r1 >= r2) r1 = r2 - .1;
    
    // float c = cos(u_time);
    // float s = sin(u_time);
    // uv *= mat2(c, -s, s, c);
    
    // 5. Take the tiled strips back to ordinary space.
    uv = cLog(uv); 
    // 4. Scale and rotate the strips
    float scale = log(r2/r1);
    float angle = atan(scale/PI);
    uv = cDiv(uv, cExp(vec2(0,angle))*cos(angle));
    // 3. this simulates zooming in the tile
    // uv -= u_time;
    // 2. Tile the strips
    uv.x = mod(uv.x,log(r2/r1)); 
    // 1. Take the annulus to a strip
    uv = cExp(uv)*r1;
    
    return uv;
  }
  
  vec3 hash3( vec2 p ) {
      vec3 q = vec3( dot(p,vec2(127.1,311.7)), 
             dot(p,vec2(269.5,183.3)), 
             dot(p,vec2(419.2,371.9)) );
    return fract(sin(q)*43758.5453);
  }
  
  vec2 getScreenSpace() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
    
    return uv;
  }
  
  const float colours = 3.;
  const vec4 colour1 = vec4(.1,.2,.8, 1.);
  const vec4 colour2 = vec4(.8,.3,.2, 1.);
  const vec4 colour3 = vec4(.1,.7,.2, 1.);
  
  vec4 getColour(float r) {
    float or = r;
    r = floor(r*(colours+1.));
    if(r == 0.) {
      return colour1;
    } else if(r == 1.) {
      return colour2+vec4(0, (sin(u_time*3. + or*10.) * or + or), 0., 0.);
    } else if(r == 2.) {
      return colour3;
    }
  }
  
  vec4 render(vec2 uv) {
    // uv *= 10.;
    
    // uv.x += u_time;
    
    float row = floor(uv.y);
    
    if(mod(row, 2.) == 0.) return vec4(0,0,0,1);
    
    vec4 rowval = texture2D(u_noise, vec2(.5, row/200.));
    float nf = rowval.r;
    nf *= nf;
    nf *= 5.;
    
    uv.x += u_time * nf * 3.;
    
    float noiseloopval = sin(uv.x*PI*.1)*floor(uv.y);
    noiseloopval = mod(uv.x*row, row*2.);
    
    vec2 uvid = floor(vec2( noiseloopval, uv.y ));
    vec3 uvseed = hash3(uvid/PI);
    
    vec4 colour = vec4(1.);
    colour = getColour(rowval.g);
    
    colour *= uvseed.x * (sin(u_time * 20. + uvseed.y*100.) * .5 + .5) * (uvseed.z+.5);
    
    return mix(vec4(0,0,0,1), colour, colour.a);
  }
  
  vec4 render_effect(vec2 uv) {
    vec2 polar = vec2(atan(uv.x, uv.y)/PI, length(uv));

    vec4 c = render(polar);
    c += render(polar * vec2(2., .6) + vec2(0.,1./.6));
    c += render(polar * vec2(1., 1.2) + vec2(0.,1./1.2));

    uv = Droste(getScreenSpace()*.5)*10.;
    polar = vec2(atan(uv.x, uv.y)/PI, length(uv));

    c += render(polar * vec2(1., 2.2) + vec2(0.,2./2.2));
    
    return c;
  }

  void main() {
    vec4 prev = texture2D(u_buffer, gl_FragCoord.xy/u_resolution);
    if(u_bufferpass) {
      vec2 uv = Droste(getScreenSpace())*50.;

      gl_FragColor = prev * .8 + render_effect(uv) * .2;
    } else {
      gl_FragColor = prev;
    }
  }
  
</script>
              
            
!

CSS

              
                body {
  margin:0;
}

canvas {
  position: fixed;
}
              
            
!

JS

              
                console.clear();

w = 1024;
w = 1024;

const twodWebGL = new WTCGL(
  document.querySelector('canvas#webgl'), 
  document.querySelector('script#vertexShader').textContent, 
  document.querySelector('script#fragmentShader').textContent,
  window.innerWidth,
  window.innerHeight,
  2
);
twodWebGL.startTime = -100 + Math.random() * 50;

let fb1 = twodWebGL.addFrameBuffer(window.innerWidth, window.innerHeight, WTCGL.IMAGETYPE_REGULAR, WTCGL.TEXTYPE_HALF_FLOAT_OES);
let fb2 = twodWebGL.addFrameBuffer(window.innerWidth, window.innerHeight, WTCGL.IMAGETYPE_REGULAR, WTCGL.TEXTYPE_HALF_FLOAT_OES);
let activeFB = fb1;

let timeout;

window.addEventListener('resize', () => {
  clearTimeout(timeout);
  timeout = setTimeout(() => {
    twodWebGL.resize(window.innerWidth, window.innerHeight);
    fb1 = twodWebGL.addFrameBuffer(window.innerWidth, window.innerHeight, WTCGL.IMAGETYPE_REGULAR, WTCGL.TEXTYPE_HALF_FLOAT_OES);
    fb2 = twodWebGL.addFrameBuffer(window.innerWidth, window.innerHeight, WTCGL.IMAGETYPE_REGULAR, WTCGL.TEXTYPE_HALF_FLOAT_OES);
  }, 100);
});

twodWebGL.onRun = (delta) => {
  let _ctx = twodWebGL._ctx;
  
  // find the active texture based on the index
  uniform = _ctx.getUniformLocation(twodWebGL._program, `u_buffer`);
  // Set the texture unit to the uniform
  _ctx.uniform1i(uniform, 5);
  _ctx.activeTexture(_ctx.TEXTURE5);
  // Finally, bind the texture
  _ctx.bindTexture(_ctx.TEXTURE_2D, activeFB.frameTexture);
  activeFB = activeFB === fb1 ? fb2 : fb1;
  
  twodWebGL.addUniform('bufferpass', WTCGL.TYPE_BOOL, true);
  // twodWebGL.resize(1024, 1024);
  twodWebGL.render(activeFB);
  twodWebGL.addUniform('bufferpass', WTCGL.TYPE_BOOL, false);
  // twodWebGL.resize(window.innerWidth, window.innerHeight);
  
  oldmousepos[0] += (mousepos[0] - oldmousepos[0])*.02;
  oldmousepos[1] += (mousepos[1] - oldmousepos[1])*.02;
  
  // oldmousepos = mousepos;
  
  twodWebGL.addUniform('mouse', WTCGL.TYPE_V2, oldmousepos);
}




// track mouse move
let oldmousepos = [0,0];
let mousepos = [0,0];
const u_mousepos = twodWebGL.addUniform('mouse', WTCGL.TYPE_V2, mousepos);
window.addEventListener('pointermove', (e) => {
  let ratio = window.innerHeight / window.innerWidth;
  if(window.innerHeight > window.innerWidth) {
    mousepos[0] = (e.pageX - window.innerWidth / 2) / window.innerWidth;
    mousepos[1] = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1 * ratio;
  } else {
    mousepos[0] = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
    mousepos[1] = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1;
  }
});









// Load all our textures. We only initiate the instance once all images are loaded.
const textures = [
  {
    name: 'noise',
    url: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
    type: WTCGL.IMAGETYPE_TILE,
    img: null
  }
];
const loadImage = function (imageObject) {
  let img = document.createElement('img');
  img.crossOrigin="anonymous";
  
  return new Promise((resolve, reject) => {
    img.addEventListener('load', (e) => {
      imageObject.img = img;
      resolve(imageObject);
    });
    img.addEventListener('error', (e) => {
      reject(e);
    });
    img.src = imageObject.url
  });
}
const loadTextures = function(textures) {
  return new Promise((resolve, reject) => {
    const loadTexture = (pointer) => {
      if(pointer >= textures.length || pointer > 10) {
        resolve(textures);
        return;
      };
      const imageObject = textures[pointer];

      const p = loadImage(imageObject);
      p.then(
        (result) => {
          twodWebGL.addTexture(result.name, result.type, result.img);
        },
        (error) => {
          console.log('error', error)
        }).finally((e) => {
          loadTexture(pointer+1);
      });
    }
    loadTexture(0);
  });
  
}

loadTextures(textures).then(
  (result) => {
    twodWebGL.initTextures();
    // twodWebGL.render();
    twodWebGL.running = true;
  },
  (error) => {
    console.log('error');
  }
);
              
            
!
999px

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