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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.

HTML

            
              <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 vec3 u_colours[ 5 ];
  
    const float seed2 =   43758.5453123;
    const float seed =    86135.7315468;
    const float seed3 =   13883.2513567;
  
    mat2 rotate2d(float _angle){
        return mat2(cos(_angle),sin(_angle),
                    -sin(_angle),cos(_angle));
    }
  
    float random(float val) {
      return fract(sin(val) * seed);
    }
  
    vec2 random2dFromFloat(float val) {
      return vec2(random(val * seed3), random(val * seed * seed2 / 2.));
    }
  
    vec2 random2(vec2 st){
        st = vec2( dot(st,vec2(127.1,311.7)),
                  dot(st,vec2(269.5,183.3)) );
        return -1.0 + 2.0*fract(sin(st)*43758.5453123);
    }
  
    float random2d(vec2 uv) {
      return fract(
                sin(
                  dot( uv.xy, vec2(12.9898, 78.233) )
                ) * seed);
    }
  
    // Value Noise by Inigo Quilez - iq/2013
    // https://www.shadertoy.com/view/lsf3WH
    float noise(vec2 st) {
        vec2 i = floor(st);
        vec2 f = fract(st);

        vec2 u = f*f*(3.0-2.0*f);

        return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), 
                         dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
                    mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), 
                         dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
    }
  
    vec3 plotCircle(vec2 pos, vec2 uv, float size) {
      return vec3(smoothstep(size, size + 0.05, length(uv - pos)));
    }

    void main() {
      vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
      vec2 mouse = (u_mouse / u_resolution) - 0.5;
      mouse.y *= -1.;
      vec3 colour = vec3(0.5);
      
      // uv *= 1. + (3. + mouse.x * 15.);
      uv *= 3.;
      
      uv.x += u_time / 5.;
      uv = rotate2d(sin(u_time / 100.)) * uv;
      uv.x += cos(u_time / 150.) * 100.;
      uv.y += cos(u_time / 180.) * 100.;
      
      vec2 grid = floor(uv);
      vec2 gridPos = fract(uv);
      
      float min_dist = 2.;
      vec2 min_point;
      
      float s_min_dist = 2.;
      vec2 s_min_point;
      
      for (int y= -1; y <= 1; y++) {
        for (int x= -1; x <= 1; x++) {
          
          // Neighbor place in the grid
          vec2 neighbor = vec2(float(x),float(y));

          // Random position from current + neighbor place in the grid
          vec2 point = random2(grid + neighbor);
          point = 0.5 + 0.5 * mouse.y * point; // normalise the point;

          // Animate the point
          point = 0.5 + 0.4*sin((u_time / 10.) + 6.2831*point);

          // Vector between the pixel and the point
          vec2 diff = neighbor + point - gridPos;

          // Distance to the point
          float dist = length(diff);

          // Keep the closer distance
          // m_dist = min(min_dist, dist);
          
          if(min_dist > dist) {
            s_min_dist = min_dist;
            s_min_point = min_point;
            min_dist = dist;
            min_point = grid + neighbor;
          } else if(s_min_dist > dist) {
            s_min_dist = dist;
            s_min_point = grid + neighbor;
          }
        }
      }
      
      float old_min_dist = min_dist;
      min_dist = s_min_dist - min_dist;
      
      colour = vec3(1.);
      
      float segment = floor(u_time / 2.);
      float intermix = u_time / 2. - segment;
      float index = mod(floor(random2d(min_point) * 20.) + segment, 20.);
      float next_index = mod(floor(random2d(min_point) * 20.) + segment + 1., 20.);
      colour = vec3(0.1);
      vec3 next_colour = vec3(0.1);
      if(index == 0.) {
        colour = u_colours[0];
      } else if(index == 1.) {
        colour = u_colours[1];
      } else if(index == 2.) {
        colour = u_colours[2];
      } else if(index == 3.) {
        colour = u_colours[3];
      } else if(index == 4.) {
        colour = u_colours[4];
      }
      if(next_index == 0.) {
        next_colour = u_colours[0];
      } else if(next_index == 1.) {
        next_colour = u_colours[1];
      } else if(next_index == 2.) {
        next_colour = u_colours[2];
      } else if(next_index == 3.) {
        next_colour = u_colours[3];
      } else if(next_index == 4.) {
        next_colour = u_colours[4];
      }
      if(index != next_index) {
        colour = mix(colour, next_colour, intermix);
      }
      // colour *= 0.5;
      // colour -= vec3(min_dist) * -min_dist;
      
      // colour += vec3(sqrt(min_dist)) * sqrt(min_dist);
      
      // colour *= smoothstep(0.0, 0.2, fract(min_dist * 5.)) * 0.5;
      
      colour -= vec3(1.0 - smoothstep(0.0, 0.03, min_dist));
      // colour -= old_min_dist * (0.5 + 0.5*sin(64.0*old_min_dist))*vec3(.1);
      // colour /= old_min_dist / 0.2;
      colour /= s_min_dist / 0.5;
      // colour += vec3(min_dist) / 2.;
            
      
      gl_FragColor = vec4(colour, 1.);
    }
</script>


<div id="container"></div>
            
          
!

CSS

            
              body {
  margin: 0;
  padding: 0;
}

#container {
  position: fixed;
  
}
            
          
!

JS

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

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 );

  var colours = [];
  colours.push([138, 79, 125]);
  colours.push([136, 120, 128]);
  colours.push([136, 160, 150]);
  colours.push([187, 171, 139]);
  colours.push([239, 130, 117]);
  for(var i = 0; i < colours.length; i++) {
    var c = colours[i];
    colours[i] = new THREE.Vector3(c[0] / 255, c[1] / 255, c[2] / 255);
  }
  window.colours = colours;
  
  uniforms = {
    u_time: { type: "f", value: 1.0 },
    u_resolution: { type: "v2", value: new THREE.Vector2() },
    u_mouse: { type: "v2", value: new THREE.Vector2() },
    u_colours: { type: "v3v", value: colours }
  };

  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  } );

  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.onmousemove = function(e){
    uniforms.u_mouse.value.x = e.pageX
    uniforms.u_mouse.value.y = e.pageY
  }
}

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() {
  // console.log(uniforms.u_colours);
  requestAnimationFrame( animate );
  render();
}

function render() {
  uniforms.u_time.value += 0.05;
  renderer.render( scene, camera );
}



init();
animate();
            
          
!
999px

Console