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HTML

              
                <div class="link-to-article">
  <a href="https://fjolt.com/article/3d-web-gl-javascript-gradient-effect" target="_blank">Article on How to Create a 3D Javascript Animated Gradient</a>
</div>
<script id="snoise-function" type="x-shader/x-vertex">
        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 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);
        }
    </script>
    <script id="vertex-shader" type="x-shader/x-vertex">
        uniform float u_time;
        uniform vec2 u_randomisePosition;

        varying float vDistortion;
        varying float xDistortion;
        varying vec2 vUv;

        void main() {
            vUv = uv;
            vDistortion = snoise(vUv.xx * 3. - u_randomisePosition * 0.15);
            xDistortion = snoise(vUv.yy * 1. - u_randomisePosition * 0.05);
            vec3 pos = position;
            pos.z += (vDistortion * 35.);
            pos.x += (xDistortion * 25.);

            gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        
        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_bg;
        uniform vec3 u_bgMain;
        uniform vec3 u_color1;
        uniform vec3 u_color2;
        uniform float u_time;

        varying vec2 vUv;
        varying float vDistortion;

        void main() {
            vec3 bg = rgb(u_bg.r, u_bg.g, u_bg.b);
            vec3 c1 = rgb(u_color1.r, u_color1.g, u_color1.b);
            vec3 c2 = rgb(u_color2.r, u_color2.g, u_color2.b);
            vec3 bgMain = rgb(u_bgMain.r, u_bgMain.g, u_bgMain.b);

            float noise1 = snoise(vUv + u_time * 0.08);
            float noise2 = snoise(vUv * 2. + u_time * 0.1);

            vec3 color = bg;
            color = mix(color, c1, noise1 * 0.6);
            color = mix(color, c2, noise2 * .4);

            color = mix(color, mix(c1, c2, vUv.x), vDistortion);

            float border = smoothstep(0.1, 0.6, vUv.x);

            color = mix(color, bgMain, 1. -border);

            gl_FragColor = vec4(color, 1.0);
        }
    </script>
              
            
!

CSS

              
                #canvas, canvas {
    position: absolute;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
}

.link-to-article a {
  background: rgba(0,0,0,0.8);
  position: absolute;
  bottom: 2rem;
  right: 2rem;
  border-radius: 100px;
  z-index: 9999;
  padding: 0.75rem 1.25rem;
  color: rgba(255,255,255,0.5);
  font-size: 1.25rem;
  text-decoration: none;
}
.link-to-article a:hover {
  color: white; 
}
              
            
!

JS

              
                import * as THREE from 'https://cdn.skypack.dev/three@v0.122.0';

function randomInteger(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
}

function rgb(r, g, b) {
    return new THREE.Vector3(r, g, b);
}
document.addEventListener("DOMContentLoaded", function(e) {
   
    const renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement )
    
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  
    let vCheck = false;

    camera.position.z = 5;

    var randomisePosition = new THREE.Vector2(1, 2);

    var R = function(x, y, t) {
        return( Math.floor(192 + 64*Math.cos( (x*x-y*y)/300 + t )) );
    }
     
    var G = function(x, y, t) {
        return( Math.floor(192 + 64*Math.sin( (x*x*Math.cos(t/4)+y*y*Math.sin(t/3))/300 ) ) );
    }
      
    var B = function(x, y, t) {
        return( Math.floor(192 + 64*Math.sin( 5*Math.sin(t/9) + ((x-100)*(x-100)+(y-100)*(y-100))/1100) ));
    }
    let sNoise = document.querySelector('#snoise-function').textContent
    let geometry = new THREE.PlaneGeometry(window.innerWidth / 2, 400, 100, 100);
    let material = new THREE.ShaderMaterial({
        uniforms: {
            u_bg: {type: 'v3', value: rgb(162, 138, 241)},
            u_bgMain: {type: 'v3', value: rgb(162, 138, 241)},
            u_color1: {type: 'v3', value: rgb(162, 138, 241)},
            u_color2: {type: 'v3', value: rgb(82, 31, 241)},
            u_time: {type: 'f', value: 30},
            u_randomisePosition: { type: 'v2', value: randomisePosition }
        },
        fragmentShader: sNoise + document.querySelector('#fragment-shader').textContent,
        vertexShader: sNoise + document.querySelector('#vertex-shader').textContent,
    });

    let mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(-200, 270, -280);
    mesh.scale.multiplyScalar(4);
    mesh.rotationX = -1.0;
    mesh.rotationY = 0.0;
    mesh.rotationZ = 0.1;
    scene.add(mesh);

    renderer.render( scene, camera );
    let t = 0;
    let j = 0;
    let x = randomInteger(0, 32);
    let y = randomInteger(0, 32);
    const animate = function () {
        requestAnimationFrame( animate );
        renderer.render( scene, camera );
        mesh.material.uniforms.u_randomisePosition.value = new THREE.Vector2(j, j);
        
        mesh.material.uniforms.u_color1.value = new THREE.Vector3(R(x,y,t/2), G(x,y,t/2), B(x,y,t/2));

        mesh.material.uniforms.u_time.value = t;
        if(t % 0.1 == 0) {         
            if(vCheck == false) {
                x -= 1;
                if(x <= 0) {
                    vCheck = true;
                }
            } else {
                x += 1;
                if(x >= 32) {
                    vCheck = false;
                }

            }
        }

        // Increase t by a certain value every frame
        j = j + 0.01;
        t = t + 0.05;
    };
    animate();
  
});
              
            
!
999px

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