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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;
  precision highp int;
  
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D u_noise;
  
  // movement variables
  vec3 movement = vec3(.0);
  
  const int maxIterations = 256;
  const float stopThreshold = 0.001;
  const float stepScale = .8;
  const float eps = 0.005;
  const vec3 clipColour = vec3(0.);
  const vec3 fogColour = vec3(0.);
  
  const vec3 light1_position = vec3(0, 1., -1.);
  const vec3 light1_colour = vec3(.5, .8, 1.85);
  
  const int octaves = 3;
  
  struct Surface {
    int object_id;
    float distance;
    vec3 position;
    vec3 colour;
    float ambient;
    float spec;
  };
  
  float bumps(in vec3 p, float phase, float size, vec3 frequency) {
    return size * sin(p.x * frequency.x + phase) * cos(p.y * frequency.y + phase) * cos(p.z * frequency.z + phase);
  }
  
  float fractalBumps(in vec3 p, float phase, float size, vec3 frequency, float multiplier) {
    // const float octaves = 2.;
    float _bumps = bumps(p, phase, size, frequency);
    for(int i = 1; i < octaves; i++) {
      float f = float(i);
      _bumps += bumps(p, phase + f * 10., size * multiplier * 1./f, frequency * f);
    }
    
    return _bumps;
  }
  
  // This function describes the world in distances from any given 3 dimensional point in space
  float world(in vec3 position, inout int object_id) {
    vec3 pos = floor(position * .5);
    object_id = int(floor(pos.x + pos.y + pos.z));
    // position = mod(position, 1.) - .5;
    float gradient = max(0., (position.y + .3));
    float bumps = fractalBumps(position, u_time * 2., .5 * gradient, vec3(10. + sin(u_time) * 5.), 2.8);
    
    float world = length(position) - .4 + bumps * .15;
    
    // world = max(world, -position.y);
    
    return world;
  }
  float world(in vec3 position) {
    int dummy = 0;
    return world(position, dummy);
  }
  
  Surface getSurface(int object_id, float rayDepth, vec3 sp) {
    return Surface(
      object_id, 
      rayDepth, 
      sp, 
      vec3(1.), 
      .5, 
      200.);
  }
  
  // The raymarch loop
  Surface rayMarch(vec3 ro, vec3 rd, float start, float end, inout vec3 col) {
    float sceneDist = 1e4;
    float rayDepth = start;
    int object_id = 0;
    
    // Light position
    vec3 lp = ro + vec3(2, 2, -5.);
    
    bool hit = false;
    
    for(int i = 0; i < maxIterations; i++) {
      vec3 r = ro + rd * rayDepth;
      sceneDist = world(r, object_id);
      
      vec3 normal = normalize(r);
      vec3 ld = lp - r;
      float len = length( ld );
      ld = normalize(ld);
      float diffuse = max(0., dot(normal, ld))+.2;
      
      float weighting = length(r);
      
      // col += clamp((1./abs(sceneDist))*diffuse*.02*light1_colour, 0.005, .05);
      col += clamp((1./abs(sceneDist))*weighting*diffuse*.005*light1_colour, 0.0, 1.);
      // col *= abs(sceneDist) * (1. / weighting)*diffuse*.02*light1_colour;
      
      
      if(sceneDist < stopThreshold) {
        rayDepth += .08;
      } else {
        rayDepth += sceneDist * stepScale;
      }
      
      if(rayDepth > end) {
        break;
      }
    }
    
    col = sqrt(col);
    
    return getSurface(object_id, rayDepth, ro + rd * rayDepth);
  }

  void main() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
    
    // Camera and look-at
    vec3 cam = vec3(cos(u_mouse.x * 5.)*3.,u_mouse.y * 3.,sin(u_mouse.x * 5.)*3.);
    vec3 lookAt = vec3(0,0,0);
    
    // Unit vectors
    vec3 forward = normalize(lookAt - cam);
    vec3 right = normalize(vec3(forward.z, 0., -forward.x));
    vec3 up = normalize(cross(forward, right));
    
    // FOV
    float FOV = .4;
    
    // Ray origin and ray direction
    vec3 ro = cam;
    vec3 rd = normalize(forward + FOV * uv.x * right + FOV * uv.y * up);
    
    // Ray marching
    const float clipNear = 0.;
    const float clipFar = 32.;
    vec3 col = vec3(0.);
    Surface objectSurface = rayMarch(ro, rd, clipNear, clipFar, col);
    
    
    gl_FragColor = vec4(col, 1.);
  }
  
</script>
              
            
!

CSS

              
                body {
  margin:0;
}

canvas {
  position: fixed;
}
              
            
!

JS

              
                console.clear();

const twodWebGL = new WTCGL(
  document.querySelector('canvas#webgl'), 
  document.querySelector('script#vertexShader').textContent, 
  document.querySelector('script#fragmentShader').textContent,
  window.innerWidth,
  window.innerHeight,
  window.devicePixelRatio
);

window.addEventListener('resize', () => {
  twodWebGL.resize(window.innerWidth, window.innerHeight);
});



// track mouse move
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;
  }
  twodWebGL.addUniform('mouse', WTCGL.TYPE_V2, mousepos);
});









// 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');
  }
);
              
            
!
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