Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

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;
}
canvas {
  display: block;
}

              
            
!

JS

              
                function App() {
  const conf = {
    nx: 40,
    ny: 100,
    cscale: chroma.scale(['#2175D8', '#DC5DCE', '#CC223D', '#F07414', '#FDEE61', '#74C425']).mode('lch'),
    darken: -1,
    angle: Math.PI / 3,
    timeCoef: 0.1
  };

  let renderer, scene, camera;
  let width, height;
  const { randFloat: rnd } = THREE.Math;

  const uTime = { value: 0 }, uTimeCoef = { value: conf.timeCoef };
  const polylines = [];

  init();

  function init() {
    renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas'), antialias: true });
    camera = new THREE.PerspectiveCamera();

    updateSize();
    window.addEventListener('resize', updateSize, false);
    document.body.addEventListener('click', initRandomScene);

    initScene();
    requestAnimationFrame(animate);
  }

  function initScene() {
    scene = new THREE.Scene();
    const vertexShader = `
      uniform float uTime, uTimeCoef;
      uniform float uSize;
      uniform mat2 uMat2;
      uniform vec3 uRnd1;
      uniform vec3 uRnd2;
      uniform vec3 uRnd3;
      uniform vec3 uRnd4;
      uniform vec3 uRnd5;
      attribute vec3 next, prev; 
      attribute float side;
      varying vec2 vUv;

      vec2 dp(vec2 sv) {
        return (1.5 * sv * uMat2);
      }

      void main() {
        vUv = uv;

        vec2 pos = dp(position.xy);

        // Well... I know I should update geometry instead...
        // Computing normal here is not needed
        // vec2 sprev = dp(prev.xy);
        // vec2 snext = dp(next.xy);
        // vec2 tangent = normalize(snext - sprev);
        // vec2 normal = vec2(-tangent.y, tangent.x);
        // float dist = length(snext - sprev);
        // normal *= smoothstep(0.0, 0.02, dist);

        vec2 normal = dp(vec2(1, 0));
        normal *= uSize;

        float time = uTime * uTimeCoef;
        vec3 rnd1 = vec3(cos(time * uRnd1.x + uRnd3.x), cos(time * uRnd1.y + uRnd3.y), cos(time * uRnd1.z + uRnd3.z));
        vec3 rnd2 = vec3(cos(time * uRnd2.x + uRnd4.x), cos(time * uRnd2.y + uRnd4.y), cos(time * uRnd2.z + uRnd4.z));
        normal *= 1.0
          + uRnd5.x * (cos((position.y + rnd1.x) * 20.0 * rnd1.y) + 1.0)
          + uRnd5.y * (sin((position.y + rnd2.x) * 20.0 * rnd2.y) + 1.0)
          + uRnd5.z * (cos((position.y + rnd1.z) * 20.0 * rnd2.z) + 1.0);
        pos.xy -= normal * side;

        gl_Position = vec4(pos, 0.0, 1.0);
      }
    `;

    const fragmentShader = `
      uniform vec3 uColor1;
      uniform vec3 uColor2;
      varying vec2 vUv;
      void main() {
        gl_FragColor = vec4(mix(uColor1, uColor2, vUv.x), 1.0);
      }
    `;

    const dx = 2 / (conf.nx), dy = -2 / (conf.ny - 1);
    const ox = -1 + dx / 2, oy = 1;
    const mat2 = Float32Array.from([Math.cos(conf.angle), -Math.sin(conf.angle), Math.sin(conf.angle), Math.cos(conf.angle)]);
    for (let i = 0; i < conf.nx; i++) {
      const points = [];
      for (let j = 0; j < conf.ny; j++) {
        const x = ox + i * dx, y = oy + j * dy;
        points.push(new THREE.Vector3(x, y, 0));
      }
      const polyline = new Polyline({ points });
      polylines.push(polyline);

      const material = new THREE.ShaderMaterial({
        uniforms: {
          uTime,
          uTimeCoef,
          uMat2: { value: mat2 },
          uSize: { value: 1.5 / conf.nx },
          uRnd1: { value: new THREE.Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)) },
          uRnd2: { value: new THREE.Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)) },
          uRnd3: { value: new THREE.Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)) },
          uRnd4: { value: new THREE.Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)) },
          uRnd5: { value: new THREE.Vector3(rnd(0.2, 0.5), rnd(0.3, 0.6), rnd(0.4, 0.7)) },
          uColor1: { value: new THREE.Color(conf.cscale(i / conf.nx).hex()) },
          uColor2: { value: new THREE.Color(conf.cscale(i / conf.nx).darken(conf.darken).hex()) }
        },
        vertexShader,
        fragmentShader
      });
      const mesh = new THREE.Mesh(polyline.geometry, material);
      scene.add(mesh);
    }
  }

  function initRandomScene() {
    conf.nx = Math.floor(rnd(20, 200));
    conf.cscale = randomCScale();
    conf.darken = rnd(0, 1) > 0.5 ? rnd(-4, -0.5) : rnd(0.5, 4);
    conf.angle = rnd(0, 2 * Math.PI);
    uTimeCoef.value = rnd(0.05, 0.2);
    disposeScene();
    initScene();
  }

  function disposeScene() {
    for (let i=0; i<scene.children.length; i++) {
      const mesh = scene.children[i];
      scene.remove(mesh);
      mesh.geometry.dispose();
      mesh.material.dispose();
    }
    scene.dispose();
  }

  function randomCScale() {
    const colors = [], n = 2 + Math.floor(rnd(0, 4));
    for (let i = 0; i < n; i++) {
      colors.push(chroma.random());
    }
    return chroma.scale(colors).mode('lch');
  }

  function animate(t) {
    uTime.value = t * 0.001;
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
  }

  function updateSize() {
    width = window.innerWidth;
    height = window.innerHeight;
    renderer.setSize(width, height);
  }
}

// adapted from https://github.com/oframe/ogl/blob/master/src/extras/Polyline.js
const Polyline = (function () {
  const tmp = new THREE.Vector3();

  class Polyline {
    constructor(params) {
      const { points } = params;
      this.points = points;
      this.count = points.length;
      this.init();
      this.updateGeometry();
    }

    init() {
      this.geometry = new THREE.BufferGeometry();
      this.position = new Float32Array(this.count * 3 * 2);
      this.prev = new Float32Array(this.count * 3 * 2);
      this.next = new Float32Array(this.count * 3 * 2);
      const side = new Float32Array(this.count * 1 * 2);
      const uv = new Float32Array(this.count * 2 * 2);
      const index = new Uint16Array((this.count - 1) * 3 * 2);

      for (let i = 0; i < this.count; i++) {
        const i2 = i * 2;
        side.set([-1, 1], i2);
        const v = i / (this.count - 1);
        uv.set([0, v, 1, v], i * 4);

        if (i === this.count - 1) continue;
        index.set([i2 + 0, i2 + 1, i2 + 2], (i2 + 0) * 3);
        index.set([i2 + 2, i2 + 1, i2 + 3], (i2 + 1) * 3);
      }

      this.geometry.setAttribute('position', new THREE.BufferAttribute(this.position, 3));
      this.geometry.setAttribute('prev', new THREE.BufferAttribute(this.prev, 3));
      this.geometry.setAttribute('next', new THREE.BufferAttribute(this.next, 3));
      this.geometry.setAttribute('side', new THREE.BufferAttribute(side, 1));
      this.geometry.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
      this.geometry.setIndex(new THREE.BufferAttribute(index, 1));
    }

    updateGeometry() {
      this.points.forEach((p, i) => {
        p.toArray(this.position, i * 3 * 2);
        p.toArray(this.position, i * 3 * 2 + 3);

        if (!i) {
          tmp.copy(p).sub(this.points[i + 1]).add(p);
          tmp.toArray(this.prev, i * 3 * 2);
          tmp.toArray(this.prev, i * 3 * 2 + 3);
        } else {
          p.toArray(this.next, (i - 1) * 3 * 2);
          p.toArray(this.next, (i - 1) * 3 * 2 + 3);
        }

        if (i === this.points.length - 1) {
          tmp.copy(p).sub(this.points[i - 1]).add(p);
          tmp.toArray(this.next, i * 3 * 2);
          tmp.toArray(this.next, i * 3 * 2 + 3);
        } else {
          p.toArray(this.prev, (i + 1) * 3 * 2);
          p.toArray(this.prev, (i + 1) * 3 * 2 + 3);
        }
      });

      this.geometry.attributes.position.needsUpdate = true;
      this.geometry.attributes.prev.needsUpdate = true;
      this.geometry.attributes.next.needsUpdate = true;
    }
  }

  return Polyline;
})();

App();

              
            
!
999px

Console