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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 = .2;
  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(.8, .8, .85);
  
  struct Surface {
    int object_id;
    float distance;
    vec3 position;
    vec3 colour;
    float ambient;
    float spec;
  };
  
  // This function describes the world in distances from any given 3 dimensional point in space
  float world(in vec3 position, inout int object_id) {
    
    position.z *= .5;
    // position = mod(position, 3.) - 1.5;
    float l = length(position);
    float a = acos(position.z / l);
    vec3 sphere = vec3(
      l, 
      a,
      // acos( (position.x / l) * (1. / cos(a)) )
      atan(position.y, position.x)
    );
    
    sphere.x += sin(sphere.z+sphere.y*10.+u_time*20.)*.05*sin(sphere.z*4.) * (sin(sphere.y-5.)*.5+.5);
    // sphere.x += sin(sphere.z+sphere.y*10.)*.05*sin(sphere.z*4.) * sin(sphere.y+3.14159);
    // sphere.x += sin(sphere.y+3.14159)*.5;
    
    position.x = sphere.x * sin(sphere.y) * cos(sphere.z);
    position.y = sphere.x * sin(sphere.y) * sin(sphere.z);
    position.z = sphere.x * cos(sphere.y);
    // position.y = l * sin(a) * cos(sphere.z);
    
    
    return length(position.xy - position.z) - .1;
  }
  float world(in vec3 position) {
    int dummy = 0;
    return world(position, dummy);
  }
  
  vec3 getObjectColour(int object_id) {
    float modid = mod(float(object_id), 5.);
    if(modid == 0.) {
      return vec3(.0, 0., 0.5);
    } else if(modid == 1.) {
      return vec3(.5, 0.5, 0.);
    } else if(modid == 2.) {
      return vec3(.5, 0.5, 0.5);
    } else if(modid == 3.) {
      return vec3(.0, 0.5, 0.5);
    } else if(modid == 4.) {
      return vec3(.0, 0.5, 0.);
    }
    return vec3(.5, 0., 0.);
  }
  
  Surface getSurface(int object_id, float rayDepth, vec3 sp) {
    return Surface(
      object_id, 
      rayDepth, 
      sp, 
      getObjectColour(object_id), 
      .5, 
      200.);
  }
  
  // Calculated the normal of any given point in space. Intended to be cast from the point of a surface
  vec3 calculate_normal(in vec3 position) {
    vec3 grad = vec3(
      world(vec3(position.x + eps, position.y, position.z)) - world(vec3(position.x - eps, position.y, position.z)),
      world(vec3(position.x, position.y + eps, position.z)) - world(vec3(position.x, position.y - eps, position.z)),
      world(vec3(position.x, position.y, position.z + eps)) - world(vec3(position.x, position.y, position.z - eps))
    );
    
    return normalize(grad);
  }
  vec3 hsv2rgb(vec3 c) {
      vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
      vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
      return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
  }
  
  // The raymarch loop
  Surface rayMarch(vec3 ro, vec3 rd, float start, float end, inout float field, inout vec3 colour) {
    float sceneDist = 1e4;
    float rayDepth = start;
    int object_id = 0;
    bool refracted = false;
    for(int i = 0; i < maxIterations; i++) {
      vec3 pos = ro + rd * rayDepth;
      sceneDist = world(pos, object_id);
      
      float weight = 1./exp2(abs(sceneDist));
      
      field += pow(weight, 1.1);
      float l = sin(length(pos*5.)) * .5 + .5;
      vec3 c = hsv2rgb(vec3(cos(l)*.05, l, l));
      colour += (c) * (weight) * .5;
      if(sceneDist < stopThreshold) {
        if(!refracted) {
          refracted = true;
          vec3 n = calculate_normal(pos);
          rd = refract(rd, n, 1.05);
        }
        rayDepth += .01;
      } else {
        rayDepth += sceneDist * stepScale;
      }
      
      if(rayDepth > end) {
        break;
      }
      
      // rayDepth += sceneDist * stepScale;
    }
    
    return getSurface(object_id, rayDepth, ro + rd * rayDepth);
  }
  
  vec3 lighting(Surface surface_object, vec3 cam) {
    
    // start with black
    vec3 sceneColour = vec3(0);
    
    // Surface normal
    vec3 normal = calculate_normal(surface_object.position);
    
    // Light position
    vec3 lp = cam;
    // Light direction
    vec3 ld = lp - surface_object.position;
    
    // light attenuation
    // For brightly lit scenes or global illumination (like sunlit), this can be limited to just normalizing the ld
    float len = length( ld );
    ld = normalize(ld);
    float lightAtten = min( 1.0 / ( 0.15*len ), 1.0 );
    lightAtten = 1.;
    
    // Scene values, mainly for fog
    float sceneLength = length(cam - surface_object.position);
    float sceneAttenuation = min( 1. / ( 0.015 * sceneLength * sceneLength ), 1. );
    
    // The surface's light reflection normal
    vec3 reflection_normal = reflect(-ld, normal);
    
    // Ambient Occlusion
    float ao = 1.;
    
    // Object surface properties
    float diffuse = max(0., dot(normal, ld));
    float specular = max(0., dot( reflection_normal, normalize(cam - surface_object.position) ));
    
    // Bringing all of the lighting components together
    sceneColour += ( surface_object.colour * (diffuse + surface_object.ambient) + specular ) * light1_colour * lightAtten;
    // adding fog
    sceneColour = mix( sceneColour, fogColour, 1. - sceneAttenuation );
    
    return sceneColour;
  }
  
  vec3 path(float z) {
    return vec3(0,0,0.);
  }

  void main() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
    
    // movement
    movement = path(u_time);
    
    // Camera and look-at
    vec3 cam = vec3(u_mouse.xy*5.,-2);
    vec3 lookAt = vec3(0,0,0);
    
    // add movement
    lookAt += movement;
    cam += movement;
    
    // 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.;
    float field = 0.;
    vec3 colour = vec3(0.);
    Surface objectSurface = rayMarch(ro, rd, clipNear, clipFar, field, colour);
    gl_FragColor = vec4(colour*.08025, 1.);
//     if(objectSurface.distance > clipFar) {
//       gl_FragColor = vec4(clipColour, 1.);
//       return;
//     }
    
//     vec3 sceneColour = lighting(objectSurface, cam);
//     // vec3 sceneColour = vec3(dist*.1);
    
//     gl_FragColor = vec4(sceneColour, 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
);
twodWebGL.startTime = -10000 + Math.random() * 5000;


// twodWebGL.addUniform('xscale', WTCGL.TYPE_FLOAT, 0.5);

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

// twodWebGL.pxratio = window.devicePixelRatio;






// 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');
  }
);
              
            
!
999px

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