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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

              
                html, body {
  margin: 0;
}

canvas {
  display: block;
}

              
            
!

JS

              
                function App() {
  const conf = {
    el: 'canvas',
    fov: 75,
    cameraZ: 100,
  };

  let renderer, scene, camera, cameraCtrl;
  let width, height, cx, cy, wWidth, wHeight;

  let ripple;
  let gridWWidth, gridWHeight;
  let gridWidth, gridHeight;

  const mouse = new THREE.Vector2();
  const mousePlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
  const mousePosition = new THREE.Vector3();
  const raycaster = new THREE.Raycaster();
  let mouseOver = false;

  init();

  function init() {
    // const gl = renderer.getContext();
    // const floatTextures = gl.getExtension('OES_texture_float');
    // if (!floatTextures) {
    //   alert('no floating point texture support');
    //   return;
    // }

    renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(conf.el), antialias: true });
    camera = new THREE.PerspectiveCamera(conf.fov);
    camera.position.z = conf.cameraZ;

    updateSize();
    window.addEventListener('resize', updateSize, false);

    // gridWHeight = wHeight - 20;
    // gridWWidth = gridWHeight;
    gridWHeight = wHeight;
    gridWWidth = wWidth;
    gridWidth = gridWWidth * width / wWidth;
    gridHeight = gridWHeight * height / wHeight;

    ripple = new RippleEffect(renderer, width, height);

    const getGridMP = function (e) {
      const v = new THREE.Vector3();
      camera.getWorldDirection(v);
      v.normalize();
      mouse.x = ((e.clientX / width) * 2 - 1);
      mouse.y = (-(e.clientY / height) * 2 + 1);
      raycaster.setFromCamera(mouse, camera);
      raycaster.ray.intersectPlane(mousePlane, mousePosition);
      return { x: 2 * mousePosition.x / gridWWidth, y: 2 * mousePosition.y / gridWHeight };
    };

    renderer.domElement.addEventListener('mousemove', e => {
      mouseOver = true;
      const gp = getGridMP(e);
      ripple.addDrop(gp.x, gp.y, 0.05, 0.1);
    });
    renderer.domElement.addEventListener('mouseleave', e => { mouseOver = false; });

    // renderer.domElement.addEventListener('mouseup', e => {
    //   const gp = getGridMP(e);
    //   ripple.addDrop(gp.x, gp.y, 0.2, -3.0);
    // });

    initScene();
    animate();
  }

  function initScene() {
    scene = new THREE.Scene();

    let pointLight1 = new THREE.PointLight(0xFFFF80);
    pointLight1.position.set(-wWidth / 2, wHeight / 2, 50);
    scene.add(pointLight1);

    let pointLight2 = new THREE.PointLight(0xde3578);
    pointLight2.position.set(wWidth / 2, wHeight / 2, 50);
    scene.add(pointLight2);

    let pointLight3 = new THREE.PointLight(0xFF4040);
    pointLight3.position.set(-wWidth / 2, -wHeight / 2, 50);
    scene.add(pointLight3);

    let pointLight4 = new THREE.PointLight(0x0247e5);
    pointLight4.position.set(wWidth / 2, -wHeight / 2, 50);
    scene.add(pointLight4);
    
    renderer.domElement.addEventListener('mouseup', e => {
      pointLight1.color = new THREE.Color(chroma.random().hex());
      pointLight2.color = new THREE.Color(chroma.random().hex());
      pointLight3.color = new THREE.Color(chroma.random().hex());
      pointLight4.color = new THREE.Color(chroma.random().hex());
    });

    const material = new THREE.MeshStandardMaterial({ color: 0xffffff, side: THREE.DoubleSide, metalness: 0.5, roughness: 0.5, onBeforeCompile: shader => {
      shader.uniforms.hmap = { value: ripple.hMap.texture };
      shader.vertexShader = "uniform sampler2D hmap;\n" + shader.vertexShader;
      const token = '#include <begin_vertex>';
      const customTransform = `
        vec3 transformed = vec3(position);
        vec4 info = texture2D(hmap, uv);
        vNormal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a).xzy;
        transformed.z = 20. * info.r;
      `;
      shader.vertexShader = shader.vertexShader.replace(token, customTransform);
    } });

    let nx = Math.round(gridWidth / 2), ny = Math.round(gridHeight / 20);
    let dx = gridWWidth / nx, dy = gridWHeight / ny;
    for (let j = 0; j <= ny; j++) {
      const geometry = new THREE.BufferGeometry();
      const positions = [], uvs = [];
      const y = - gridWHeight / 2 + j * dy;
      for (let i = 0; i <= nx; i++) {
        positions.push(- gridWWidth / 2 + i * dx, y, 0);
        uvs.push(i / nx, j / ny);
      }
      geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
      geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
      geometry.computeBoundingSphere();
      scene.add(new THREE.Line(geometry, material));
    }

    nx = Math.round(gridWidth / 20); ny = Math.round(gridHeight / 2);
    dx = gridWWidth / nx; dy = gridWHeight / ny;
    for (let i = 0; i <= nx; i++) {
      const geometry = new THREE.BufferGeometry();
      const positions = [], uvs = [];
      const x = - gridWWidth / 2 + i * dx;
      for (let j = 0; j <= ny; j++) {
        positions.push(x, - gridWHeight / 2 + j * dy, 0);
        uvs.push(i / nx, j / ny);
      }
      geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
      geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
      geometry.computeBoundingSphere();
      scene.add(new THREE.Line(geometry, material));
    }
    camera.position.set(0, -gridWHeight / 2, 100);
    camera.lookAt(new THREE.Vector3(0, -gridWHeight/6, 0));

    cameraCtrl = new THREE.OrbitControls(camera, renderer.domElement);
    cameraCtrl.enableDamping = true;
    cameraCtrl.dampingFactor = 0.1;
    cameraCtrl.rotateSpeed = 0.5;
  }

  function animate() {
    if (!mouseOver) {
      const time = Date.now() * 0.001;
      const x = Math.cos(time) * 0.2;
      const y = Math.sin(time) * 0.2;
      ripple.addDrop(x, y, 0.05, -0.04);
    }

    ripple.update();
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
  }

  function updateSize() {
    width = window.innerWidth; cx = width / 2;
    height = window.innerHeight; cy = height / 2;
    renderer.setSize(width, height);
    camera.aspect = width / height;
    camera.updateProjectionMatrix();
    const wsize = getRendererSize();
    wWidth = wsize[0]; wHeight = wsize[1];
  }

  function getRendererSize() {
    const cam = new THREE.PerspectiveCamera(camera.fov, camera.aspect);
    const vFOV = (cam.fov * Math.PI) / 180;
    const height = 2 * Math.tan(vFOV / 2) * Math.abs(conf.cameraZ);
    const width = height * cam.aspect;
    return [width, height];
  }
}

const RippleEffect = (function () {
  function RippleEffect(renderer, width, height) {
    this.renderer = renderer;
    this.width = 512;
    this.height = 512;
    // this.delta = new THREE.Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
    this.delta = new THREE.Vector2(1 / this.width, 1 / this.height);

    this.hMap = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
    this.hMap1 = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
    this.fsQuad = new FullScreenQuad();

    this.initShaders();
  }

  RippleEffect.prototype.initShaders = function () {
    // default vertex shader
    const defaultVertexShader = `
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }
    `;

    this.copyMat = new THREE.ShaderMaterial({
      uniforms: { 'tDiffuse': { value: null } },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        uniform sampler2D tDiffuse;
        varying vec2 vUv;
        void main() {
          gl_FragColor = texture2D(tDiffuse, vUv);
        }
      `,
    });

    this.updateMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'delta': new THREE.Uniform(this.delta),
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        uniform sampler2D tDiffuse;
        uniform vec2 delta;
        varying vec2 vUv;
        void main() {
          vec4 texel = texture2D(tDiffuse, vUv);

          vec2 dx = vec2(delta.x, 0.0);
          vec2 dy = vec2(0.0, delta.y);
          float average = (
            texture2D(tDiffuse, vUv - dx).r +
            texture2D(tDiffuse, vUv - dy).r +
            texture2D(tDiffuse, vUv + dx).r +
            texture2D(tDiffuse, vUv + dy).r
          ) * 0.25;
          texel.g += (average - texel.r) * 2.0;
          texel.g *= 0.995;
          texel.r += texel.g;

          gl_FragColor = texel;
        }
      `,
    });

    this.normalsMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'delta': new THREE.Uniform(this.delta),
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
      uniform sampler2D tDiffuse;
      uniform vec2 delta;
      varying vec2 vUv;
      void main() {
        vec4 texel = texture2D(tDiffuse, vUv);
        vec3 dx = vec3(delta.x, texture2D(tDiffuse, vec2(vUv.x + delta.x, vUv.y)).r - texel.r, 0.0);
        vec3 dy = vec3(0.0, texture2D(tDiffuse, vec2(vUv.x, vUv.y + delta.y)).r - texel.r, delta.y);
        texel.ba = normalize(cross(dy, dx)).xz;
        gl_FragColor = texel;
      }
    `,
    });

    this.dropMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'center': new THREE.Uniform(new THREE.Vector2()),
        'radius': { value: 0.05 },
        'strength': { value: 0.5 },
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        const float PI = 3.1415926535897932384626433832795;
        uniform sampler2D tDiffuse;
        uniform vec2 center;
        uniform float radius;
        uniform float strength;
        varying vec2 vUv;
        void main() {
          vec4 texel = texture2D(tDiffuse, vUv);
          float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - vUv) / radius);
          drop = 0.5 - cos(drop * PI) * 0.5;
          texel.r += drop * strength;
          // texel.r = clamp(texel.r, -2.0, 2.0);
          gl_FragColor = texel;
        }
      `,
    });
  };

  RippleEffect.prototype.update = function () {
    this.updateHMap();
    this.updateHMapNormals();
  };

  RippleEffect.prototype.updateHMap = function () {
    this.updateMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.renderShaderMat(this.updateMat, this.hMap1);
    this.swapBuffers();
  };

  RippleEffect.prototype.updateHMapNormals = function () {
    this.normalsMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.renderShaderMat(this.normalsMat, this.hMap1);
    this.swapBuffers();
  };

  RippleEffect.prototype.addDrop = function (x, y, radius, strength) {
    this.dropMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.dropMat.uniforms.center.value.set(x, y);
    this.dropMat.uniforms.radius.value = radius;
    this.dropMat.uniforms.strength.value = strength;
    this.renderShaderMat(this.dropMat, this.hMap1);
    this.swapBuffers();
  };

  RippleEffect.prototype.renderBuffer = function (buffer, target) {
    target = target ? target : null;
    this.copyMat.uniforms.tDiffuse.value = buffer.texture;
    this.renderShaderMat(this.copyMat, target);
  };

  RippleEffect.prototype.renderShaderMat = function (mat, target) {
    this.fsQuad.material = mat;
    const oldTarget = this.renderer.getRenderTarget();
    this.renderer.setRenderTarget(target);
    this.fsQuad.render(this.renderer);
    this.renderer.setRenderTarget(oldTarget);
  };

  RippleEffect.prototype.swapBuffers = function () {
    const temp = this.hMap;
    this.hMap = this.hMap1;
    this.hMap1 = temp;
  };

  // from https://threejs.org/examples/js/postprocessing/EffectComposer.js
  const FullScreenQuad = (function () {
    const camera = new THREE.OrthographicCamera(- 1, 1, 1, - 1, 0, 1);
    const geometry = new THREE.PlaneBufferGeometry(2, 2);

    const FullScreenQuad = function (material) {
      this._mesh = new THREE.Mesh(geometry, material);
    };

    Object.defineProperty(FullScreenQuad.prototype, 'material', {
      get: function () { return this._mesh.material; },
      set: function (value) { this._mesh.material = value; }
    });

    Object.assign(FullScreenQuad.prototype, {
      render: function (renderer) {
        renderer.render(this._mesh, camera);
      }
    });

    return FullScreenQuad;
  })();

  return RippleEffect;
})();

App();

              
            
!
999px

Console