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<script src="https://kit.fontawesome.com/48764efa36.js" crossorigin="anonymous"></script>
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Playfair+Display:wght@600;900&display=swap" rel="stylesheet">
<link href="https://fonts.googleapis.com/css2?family=Source+Sans+Pro:wght@300;400;600;900&display=swap" rel="stylesheet">
<div id="content">
<h1>Welcome to Dynamic Art</h1>
<div>
<h2>Size</h2>
<input id="range" type="range" min="-1" max="1" step="0.05" value="1" />
</div>
<div>
<h2>Definition</h2>
<input id="veins" type="range" min="0.1" max="20" step="0.05" value="20" />
</div>
<div>
<h2>Go Crazy</h2>
<input id="crazy" type="range" min="1" max="600" step="1" value="1" />
</div>
<div>
<h2>Recolor</h2>
<div class="color red" data-id="0"></div>
<div class="color blue" data-id="1"></div>
<div class="color orange" data-id="2"></div>
</div>
</div>
<div id="art">
<a target="_top" href="https://fjolt.com/article/webgl-dynamic-art-background">Go to Article</a>
</div>
<div id="click">
<i class="fal fa-hand-pointer"></i> Click Me
</div>
<canvas id="canvas"></canvas>
<script id="noise" type="shader">
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
float rand(float n){return fract(sin(n) * 43758.5453123);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
float noise (in vec2 n) {
vec2 i = floor(n);
vec2 f = fract(n);
// Four corners in 2D of a tile
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
const mat2 m2 = mat2(0.8,-0.6,0.6,0.8);
#define NUM_OCTAVES 10
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
</script>
<script id="vertex" type="shader">
uniform float u_time;
uniform float u_height;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x, position.y, position.z, 0.4) * 20.;
}
</script>
<script id="fragment" type="shader">vec3 rgb(float r, float g, float b) {
return vec3(r / 255., g / 255., b / 255.);
}
vec3 rgb(float c) {
return vec3(c / 255., c / 255., c / 255.);
}
uniform vec3 u_lowColor;
uniform vec3 u_highColor;
uniform float u_time;
uniform float u_goCrazy;
uniform float u_veinDefinition;
uniform float u_manipulate;
uniform float u_clickLength;
uniform vec2 u_resolution;
uniform float u_scale;
uniform vec2 u_mouse;
uniform sampler2D u_inputTexture;
varying vec2 vUv;
varying float vDistortion;
varying float xDistortion;
// Main function
void main() {
// We have to adjust the effect to fit our resolution.
// Heavily modified FBM function from https://thebookofshaders.com/13/
vec2 res = (gl_FragCoord.xy + 100.) / (u_resolution.xy * u_scale);
// Next lets get our colors
vec3 highColor = rgb(u_highColor.r, u_highColor.g, u_highColor.b);
vec3 lowColor = rgb(u_lowColor.r, u_lowColor.g, u_lowColor.b);
// Set a random color
vec3 color = vec3(23.0);
// This is a randomised function based on fbm and some other variables
// that we can adjust in our Javascript
vec2 fbm1 = vec2(10.);
fbm1.x = fbm( res + 0.05 * u_time) * snoise(res) * u_goCrazy;
fbm1.y = fbm( res + vec2(3.0)) / (u_manipulate - snoise(res)) * 9. * u_goCrazy / u_veinDefinition * u_clickLength * 5.;
// Next we adjust it all based on mouse position, time, and qfbm1
vec2 r = vec2(0.);
r.x = fbm( res + fbm1 * u_time * 0.1 ) + -sin(u_mouse.x) + 600.;
r.y = fbm( res + fbm1 * u_time * 0.5 ) * -u_mouse.y;
// And create a float of fbm, for use in the final color
float f = fbm(res+r) * 1.;
// Then we mix all our colors together
color = mix(highColor*2., lowColor, f*3.);
color = mix(color, lowColor, clamp(length(fbm1),0.0,2.0)); // * snoise(st) * 51.9
color = mix(color, highColor, clamp(length(r.y),0.0,3.0));
// And output them for render
gl_FragColor = vec4((f*f*f*0.9*f*f+.5*f)*color,1.);
}
</script>
body {
padding: 0;
margin: 0;
background-color: #000920;
background-image: radial-gradient(circle at top left, #161231, #161231);
font-family: "Source Sans Pro", -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
padding: 4rem;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
z-index: 9;
transition: all 0.1s ease-out;
}
h1 {
font-size: 2.5rem;
color: black;
font-family: 'Playfair Display', serif;
font-size: 4.5rem;
margin: 0;
font-weight: 900;
margin-bottom: 2rem;
}
.color {
float: left;
width: 25px;
height: 10px;
box-shadow: 0 2px 10px rgba(0,0,0,0.05);
border-radius: 20px;
padding: 0.5rem;
margin: 0 1rem 0 0;
position: relative;
cursor: pointer;
}
.color:after {
position: absolute;
top: 0;
content: '';
left: 0;
width: 100%;
transition: all 0.1s ease-out;
height: 100%;
border-radius: 100px;
background: transparent;
}
.color:hover:after {
background: rgba(0,0,0,0.2);
}
.color.red {
background: #c53a48;
}
.color.orange {
background: #ffa042;
}
.color.blue {
background: #2b3565;
}
#art {
position: absolute;
padding: 1rem 2rem;
border-radius: 100px;
color: rgba(255,255,255,0.6);
z-index: 999;
bottom: 2rem;
font-weight: 600;
box-shadow: 0 2px 20px rgba(0,0,0,0.1);
background: linear-gradient(rgba(0,0,0,0.5), rgba(0,0,0,0.8));
right: 2rem;
}
#click {
position: absolute;
top: 2rem;
right: 2rem;
color: white;
text-shadow: 0 2px 10px rgba(0,0,0,.1);
z-index: 999;
font-size: 1.25rem;
font-weight: 600;
}
#click i {
margin: 0 1rem 0 0;
}
h2 {
font-size: 1rem;
text-transform: uppercase;
letter-spacing: 0.25px;
}
#art a {
color: white;
text-decoration: none;
border-bottom: 1px solid #fff;
}
#content {
width: 50%;
height: 910px;
padding: 4rem;
position: absolute;
top: 0;
box-sizing: border-box;
z-index: 9999;
left: 0;
background: linear-gradient(90deg, white 10%, rgba(255,255,255,0.8));
box-shadow: 0 0 90px rgba(0,0,0,0.5);
}
strong {
color: rgba(0,0,0,0.7);
}
p {
font-size: 1.25rem;
color: rgba(0,0,0,0.5);
line-height: 2rem;
}
.reveal {
font-family: 'Playfair Display', serif;
color: #7ba998;
border: 3px solid #7ba998;
padding: 0.5rem 2rem;
display: block;
float: left;
font-size: 1.5rem;
margin: 2rem 0 0 0;
position: relative;
text-decoration: none;
border-radius: 4px;
}
.reveal:after {
content: '';
width: 100%;
background: #7ba998;
position: absolute;
top: 0;
left: 0;
transition: all 0.1s ease-out;
height: 0;
z-index: -1;
}
.reveal:hover:after {
height: 100%;
}
.reveal:hover {
color: white;
box-shadow: 0 2px 20px rgba(0,0,0,0.05);
}
input[type=range] {
-webkit-appearance: none;
width: 100%;
border-radius: 10px;
background: rgba(0,0,0,0.1);
height: 16px;
}
input[type=range]::-webkit-slider-thumb {
-webkit-appearance: none;
border: none;
height: 20px;
width: 20px;
border-radius: 50%;
background: goldenrod;
margin-top: -1px;
}
input[type=range]::-moz-range-track,
input[type=range]::-webkit-slider-runnable-track {
background: blue;
}
@media screen and (max-width: 1000px) {
#content {
width: 100%;
max-height: 50%;
overflow: scroll;
padding-top: 1rem;
}
h1 {
display: none;
}
#click {
top: auto;
bottom: 2rem;
left: 2rem;
right: auto;
}
}
import * as THREE from 'https://cdn.skypack.dev/three@v0.122.0';
const rgb = function(r, g, b) {
return new THREE.Vector3(r, g, b);
}
const loader = function(path, texture) {
return new Promise((resolve, reject) => {
let loader = new THREE.FileLoader();
if(typeof texture !== "undefined") {
loader = new THREE.TextureLoader();
}
loader.load(path, (item) => resolve(item));
})
}
const randomInteger = function(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
const config = {
individualItem: '.button', // class of individual item
carouselId: '#album-rotator', // carousel selector
carouselHolderId: '#album-rotator-holder', // carousel should be <div id="carouselId"><div id="carouselHolderId">{items}</div></div>
colors: [
{ low: rgb(127,68,255), high: rgb(225,68,90) },
{ low: rgb(225, 109, 68), high: rgb(77, 115, 241) },
{ low: rgb(77, 115, 241), high: rgb(225, 109, 68) }
]
}
// Async function for generating webGL waves
const createWave = async function(colors) {
// Import all the fragment and vertex shaders
const noise = document.getElementById('noise').textContent
const fragment = document.getElementById('fragment').textContent
const vertex = document.getElementById('vertex').textContent
// For each of the selector elemefnts
// Create a renderer
const renderer = new THREE.WebGLRenderer({
powerPreference: "high-performance",
antialias: true,
alpha: true,
canvas: canvas
});
document.querySelectorAll('.color').forEach(function(item) {
item.addEventListener('click', function(e) {
let i = parseFloat(this.getAttribute('data-id'));
mesh.material.uniforms.u_highColor.value = config.colors[i].high;
mesh.material.uniforms.u_lowColor.value = config.colors[i].low;
});
});
// Get el width and height
let elWidth = window.innerWidth + 500;
let elHeight = window.innerHeight + 500;
// Set sizes and set scene/camera
renderer.setSize( elWidth, elHeight );
document.body.appendChild( renderer.domElement )
renderer.setPixelRatio( elWidth/elHeight );
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, elWidth / elHeight, 0.1, 1000 );
let i = 2;
// Check on colors to use
let high = config.colors[i].high;
let low = config.colors[i].low;
document.getElementById('content').style.height = `${document.querySelector('canvas').getBoundingClientRect().height}px`;
// Create a plane, and pass that through to our shaders
let geometry = new THREE.PlaneGeometry(600, 600, 100, 100);
let material = new THREE.ShaderMaterial({
uniforms: {
u_lowColor: {type: 'v3', value: low },
u_highColor: {type: 'v3', value: high },
u_time: {type: 'f', value: 0},
u_resolution: {type: 'v2', value: new THREE.Vector2(elWidth, elHeight) },
u_mouse: {type: 'v2', value: new THREE.Vector2(0, 0) },
u_height: {type: 'f', value: 1},
u_manipulate: {type: 'f', value: 1 },
u_veinDefinition: {type: 'f', value: 20 },
u_goCrazy: { type: 't', value: 1 },
u_inputTexture: {type: 't', value: ''},
u_scale: {type: 'f', value: 0.85 },
u_clickLength: { type: 'f', value: 1},
u_rand: { type: 'f', value: randomInteger(0, 10) },
u_rand: {type: 'f', value: new THREE.Vector2(randomInteger(6, 10), randomInteger(8, 10)) }
},
fragmentShader: noise + fragment,
vertexShader: noise + vertex,
});
// Create the mesh and position appropriately
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 0, -300);
scene.add(mesh);
let reduceVector;
let increasePressure;
let reducePressure;
let prevX = 0;
let prevY = 0;
let curValueX = 0;
let curValueY = 0;
let mouseEnterX = 0;
let mouseEnterY = 0;
let mousePressure = 0;
document.getElementById('range').addEventListener('input', function(e) {
mesh.material.uniforms.u_manipulate.value = this.value;
})
document.getElementById('veins').addEventListener('input', function(e) {
mesh.material.uniforms.u_veinDefinition.value = this.value;
})
document.getElementById('crazy').addEventListener('input', function(e) {
mesh.material.uniforms.u_goCrazy.value = this.value;
})
document.body.addEventListener('pointerenter', function(e) {
prevX = curValueX;
prevY = curValueY;
mouseEnterX = e.pageX;
mouseEnterY = e.pageY;
clearInterval(reduceVector);
})
document.body.addEventListener('pointermove', function(e) {
if(typeof reduceVector !== "undefined") {
clearInterval(reduceVector);
curValueX = 0;
curValueY = 0;
}
let mouseMoveX = mouseEnterX - e.pageX;
let mouseMoveY = mouseEnterY - e.pageY;
mesh.material.uniforms.u_mouse.value = new THREE.Vector2(prevX + (mouseMoveX / elWidth), prevY + (mouseMoveY / elHeight));
});
document.getElementById('canvas').addEventListener('pointerdown', function(e) {
if(typeof reducePressure !== "undefined") clearInterval(reducePressure);
increasePressure = setInterval(function() {
if(mesh.material.uniforms.u_clickLength.value < 3) {
mesh.material.uniforms.u_clickLength.value += 0.03;
}
},1000/60);
});
document.getElementById('canvas').addEventListener('pointerup', function(e) {
if(typeof increasePressure !== "undefined") clearInterval(increasePressure);
reducePressure = setInterval(function() {
if(mesh.material.uniforms.u_clickLength.value > 1) {
mesh.material.uniforms.u_clickLength.value -= 0.03;
}
},1000/60);
});
document.body.addEventListener('pointerleave', function(e) {
reduceVector = setInterval(function() {
let startXNeg, startXPos, startYNeg, startYPos;
let finishX, finishY;
if(curValueX == 0 && curValueY == 0) {
curValueX = mesh.material.uniforms.u_mouse.value.x;
curValueY = mesh.material.uniforms.u_mouse.value.y;
}
if(typeof reduceVector == "function") {
requestAnimationFrame(reduceVector);
}
if(curValueX > 0) {
if(startXPos !== true) {
mesh.material.uniforms.u_mouse.value = new THREE.Vector2(curValueX, curValueY);
} else { finishX = true; }
curValueX -= 0.005;
startXNeg = true;
}
else if(curValueX < 0) {
if(startXNeg !== true) {
mesh.material.uniforms.u_mouse.value = new THREE.Vector2(curValueX, curValueY);
} else { finishX = true; }
curValueX += 0.005;
startXPos = true;
}
if(curValueY > 0) {
if(startYNeg !== true) {
mesh.material.uniforms.u_mouse.value = new THREE.Vector2(curValueX, curValueY);
} else { finishY = true; }
curValueY -= 0.005;
startYPos = true;
}
else if(curValueY < 0) {
if(startYNeg !== true) {
mesh.material.uniforms.u_mouse.value = new THREE.Vector2(curValueX, curValueY);
} else { finishY = true; }
curValueY += 0.005;
startYNeg = true;
}
if(finishX == true && finishY == true) {
clearInterval(reduceVector);
}
}, 1000/60);
});
// On hover effects for each item
let enterTimer, exitTimer;
document.getElementById('canvas').addEventListener('mouseenter', function(e) {
if(typeof exitTimer !== "undefined") {
clearTimeout(exitTimer);
}
enterTimer = setInterval(function() {
if(mesh.material.uniforms.u_height.value >= 0.5) {
mesh.material.uniforms.u_height.value -= 0.05;
} else {
clearTimeout(enterTimer);
}
}, 1000/60);
});
document.getElementById('canvas').addEventListener('mouseleave', function(e) {
if(typeof enterTimer !== "undefined") {
clearTimeout(enterTimer);
}
exitTimer = setInterval(function() {
if(mesh.material.uniforms.u_height.value < 1) {
mesh.material.uniforms.u_height.value += 0.05;
} else {
clearTimeout(exitTimer);
}
}, 1000/60);
});
// Render
renderer.render( scene, camera );
let t = 5;
// Animate
let backtrack = false;
const animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
document.body.appendChild(renderer.domElement);
mesh.material.uniforms.u_time.value = t;
if(t < 10 && backtrack == false) {
t = t + 0.005;
} else {
backtrack = true;
t = t - 0.005;
if(t < 0) {
backtrack = false;
}
}
};
animate();
}
document.addEventListener("DOMContentLoaded", function(e) {
createWave(config.individualItem, config.colors);
});
Also see: Tab Triggers