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HTML

              
                <canvas id="canvas"></canvas>

<p class="collection">
<a href="https://codepen.io/collection/AGZywR" target="_blank">WebGL Collection</a>
</p>

              
            
!

CSS

              
                body {
  margin: 0;
  width: 100%;
  height: 100%;
}

canvas {
  display: block;
}

              
            
!

JS

              
                import {
  Color,
  DodecahedronBufferGeometry,
  IcosahedronBufferGeometry,
  InstancedBufferAttribute,
  InstancedMesh,
  MathUtils,
  Object3D,
  PointLight,
  Scene,
  ShaderChunk,
  ShaderLib,
  ShaderMaterial,
  TetrahedronBufferGeometry,
  UniformsUtils,
  Vector2,
  Vector3,
} from 'https://unpkg.com/three@0.120.0/build/three.module.js';

import { EffectComposer } from 'https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/UnrealBloomPass.js';
import { ShaderPass } from 'https://unpkg.com/three@0.120.0/examples/jsm/postprocessing/ShaderPass.js';
import { FXAAShader } from 'https://unpkg.com/three@0.120.0/examples/jsm/shaders/FXAAShader.js';

import useThree from 'https://codepen.io/soju22/pen/cb31020fed766eb66bc8ad1879bc3325.js';

App();

function App() {
  let three, scene, composer, iMesh;
  let pointLight;
  let cscale = chroma.scale(['#dd3e1b', '#0b509c']);

  const NUM_INSTANCES = 5000;
  const instances = [];

  const target = new Vector3();
  const dummy = new Object3D();
  const dummyV = new Vector3();

  const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;

  init();

  function init() {
    three = useThree().init({
      canvas: document.getElementById('canvas'),
      antialias: false,
      mouse_move: true,
      mouse_raycast: true,
      camera_ctrl: {
        enableDamping: true,
        dampingFactor: 0.05,
      },
      camera_fov: 50,
      camera_pos: new Vector3(0, 0, 250),
    });

    initScene();
    initPostprocessing();
    animate();
  }

  function initScene() {
    scene = new Scene();
    pointLight = new PointLight(0xFFC0C0);
    scene.add(pointLight);

    // const pointLight1 = new PointLight(0x6060FF);
    // pointLight1.position.x = -100;
    // scene.add(pointLight1);
    // const pointLight2 = new PointLight(0xFF6060);
    // pointLight2.position.x = 100;
    // scene.add(pointLight2);

    const geometry = new DodecahedronBufferGeometry(5);
    // const geometry = new IcosahedronBufferGeometry(5);
    // const geometry = new TetrahedronBufferGeometry(5);
    const material = SubSurfaceMaterial();
    iMesh = new InstancedMesh(geometry, material, NUM_INSTANCES);
    scene.add(iMesh);

    for (let i = 0; i < NUM_INSTANCES; i++) {
      instances.push({
        position: new Vector3(rndFS(200), rndFS(200), rndFS(200)),
        scale: rnd(0.2, 1),
        velocity: new Vector3(rndFS(2), rndFS(2), rndFS(2)),
        attraction: 0.0025 + rnd(0, 0.01),
        vlimit: 0.3 + rnd(0, 0.2),
      });
    }

    for (let i = 0; i < NUM_INSTANCES; i++) {
      const { position, scale } = instances[i];
      dummy.position.copy(position);
      dummy.scale.set(scale, scale, scale);
      dummy.updateMatrix();
      iMesh.setMatrixAt(i, dummy.matrix);
    }
    iMesh.instanceMatrix.needsUpdate = true;

    updateColors();
    document.body.addEventListener('click', randomColors);
  }

  function randomColors() {
    const c1 = chroma.random(), c2 = chroma.random();
    console.log(c1.hex(), c2.hex());
    cscale = chroma.scale([c1, c2]);
    updateColors();
  }

  function updateColors() {
    const colors = [];
    for (let i = 0; i < NUM_INSTANCES; i++) {
      const color = new Color(cscale(rnd(0, 1)).hex());
      colors.push(color.r, color.g, color.b);
    }
    iMesh.geometry.setAttribute('color', new InstancedBufferAttribute(new Float32Array(colors), 3));
  }

  function initPostprocessing() {
    composer = new EffectComposer(three.renderer);

    const renderPass = new RenderPass(scene, three.camera);
    composer.addPass(renderPass);

    const bloomPass = new UnrealBloomPass(new Vector2(three.size.width, three.size.height), 0.5, 0, 0);
    composer.addPass(bloomPass);

    const aaPass = new ShaderPass(FXAAShader);
    composer.addPass(aaPass);
    aaPass.material.uniforms.resolution.value.set(1 / three.size.width, 1 / three.size.height);

    three.onAfterResize(() => {
      composer.setSize(three.size.width, three.size.height);
      aaPass.material.uniforms.resolution.value.set(1 / three.size.width, 1 / three.size.height);
    });
  }

  function animate() {
    requestAnimationFrame(animate);
    const { renderer, camera, cameraCtrl } = three;

    target.copy(three.mouseV3);
    pointLight.position.copy(target);

    for (let i = 0; i < NUM_INSTANCES; i++) {
      const { position, scale, velocity, attraction, vlimit } = instances[i];

      dummyV.copy(target).sub(position).normalize().multiplyScalar(attraction);
      velocity.add(dummyV).clampScalar(-vlimit, vlimit);
      position.add(velocity);

      dummy.position.copy(position);
      dummy.scale.set(scale, scale, scale);
      dummy.lookAt(dummyV.copy(position).add(velocity));
      dummy.updateMatrix();
      iMesh.setMatrixAt(i, dummy.matrix);
    }
    iMesh.instanceMatrix.needsUpdate = true;

    if (cameraCtrl) cameraCtrl.update();
    composer.render();
  }
}

/**
 * ------------------------------------------------------------------------------------------
 * Subsurface Scattering shader
 * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js
 * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
 * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
 *------------------------------------------------------------------------------------------
*/
function SubSurfaceMaterial() {
  const meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));
  const meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));

  return new ShaderMaterial({
    lights: true,
    vertexColors: true,
    flatShading: true,
    uniforms: UniformsUtils.merge([
      ShaderLib.phong.uniforms,
      {
        // diffuse: { value: new Color(0xffffff) },
        thicknessColor: { value: new Color(0x808080) },
        thicknessDistortion: { value: 0.4 },
        thicknessAmbient: { value: 0.01 },
        thicknessAttenuation: { value: 0.7 },
        thicknessPower: { value: 2.0 },
        thicknessScale: { value: 4.0 },
      },
    ]),

    vertexShader: `
      #define USE_UV
      ${ShaderChunk.meshphong_vert}
    `,

    fragmentShader: `
      #define USE_UV
      #define SUBSURFACE

      ${meshphongFragHead}

      uniform float thicknessPower;
      uniform float thicknessScale;
      uniform float thicknessDistortion;
      uniform float thicknessAmbient;
      uniform float thicknessAttenuation;
      uniform vec3 thicknessColor;

      void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
        #ifdef USE_COLOR
          vec3 thickness = vColor * thicknessColor;
        #else
          vec3 thickness = thicknessColor;
        #endif
        vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
        float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
        vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
        reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
      }
    ` + meshphongFragBody.replace(
      '#include <lights_fragment_begin>',
      replaceAll(
        ShaderChunk.lights_fragment_begin,
        'RE_Direct( directLight, geometry, material, reflectedLight );',
        `
          RE_Direct( directLight, geometry, material, reflectedLight );
          #if defined( SUBSURFACE ) && defined( USE_UV )
            RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);
          #endif
        `
      )
    ),
  });

  function replaceAll(string, find, replace) {
    return string.split(find).join(replace);
  }
};

              
            
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