Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

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

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

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

              
                <!-- Inspired by @paulofalcao's experiment http://glsl.heroku.com/e#4766.0 --><div id="container">
    <div id="nogl">
        <h1>Aww, No WebGL :(</h1>
        <p>This experiment requires WebGL to run. Please enable it, or come back and visit with a <a href="http://caniuse.com/webgl" target="_blank">compatible browser</a>.</p>
    </div>
</div>
<header class="info">
    <hgroup class="about">
        <h1>Plasmatic Isosurface</h1>
        <h2>WebGL / GLSL plasma simulation running on the GPU</h2>
        <h3>Requires <a href="http://caniuse.com/webgl" target="_blank">WebGL</a></h3>
    </hgroup>
    <nav class="more">
        <a href="https://github.com/soulwire/Plasmatic-Isosurface/archive/master.zip" target="_blank">Download</a>
        <a href="https://github.com/soulwire/Plasmatic-Isosurface" target="_blank">View on Github</a>
    </nav>
</header>
              
            
!

CSS

              
                
html, body {

    font-family: 'Quantico', sans-serif;
    background: #111;
    overflow: hidden;
    margin: 0;
}

#nogl {
    
    -webkit-box-sizing: border-box;
    -moz-box-sizing: border-box;
    -ms-box-sizing: border-box;
    -o-box-sizing: border-box;
    box-sizing: border-box;

    border-radius: 3px;
    line-height: 1.45;
    text-align: justify;
    box-shadow: 0px 0px 0px 4px rgba(255,0,41,0.2);
    background: #FF0029;
    font-size: 13px;
    position: absolute;
    padding: 10px 20px;
    display: none;
    margin: -70px 0 0 -130px;
    height: 140px;
    width: 260px;
    color: #fff;
    left: 50%;
    top: 50%;
}

#nogl h1 {

    font-weight: 300;
    font-size: 18px;
}

#nogl p {

    color: rgba(255,255,255,0.7);
}

#nogl a {

    color: #fff;
}

/* Info */

@-webkit-keyframes show-info {
    0% { -webkit-transform: rotateY(120deg); }
    100% { -webkit-transform: rotateY(0deg); }
}

@-moz-keyframes show-info {
    0% { -moz-transform: rotateY(120deg); }
    100% { -moz-transform: rotateY(0deg); }
}

@-ms-keyframes show-info {
    0% { -ms-transform: rotateY(120deg); }
    100% { -ms-transform: rotateY(0deg); }
}

@-o-keyframes show-info {
    0% { -o-transform: rotateY(120deg); }
    100% { -o-transform: rotateY(0deg); }
}

@keyframes show-info {
    0% { transform: rotateY(120deg); }
    100% { transform: rotateY(0deg); }
}

.info {

    -webkit-transition: all 180ms ease-out;
    -moz-transition: all 180ms ease-out;
    -ms-transition: all 180ms ease-out;
    -o-transition: all 180ms ease-out;
    transition: all 180ms ease-out;

    -webkit-transform-style: preserve-3d;
    -moz-transform-style: preserve-3d;
    -ms-transform-style: preserve-3d;
    -o-transform-style: preserve-3d;
    transform-style: preserve-3d;

    -webkit-transform: perspective(800);
    -moz-transform: perspective(800);
    -ms-transform: perspective(800);
    -o-transform: perspective(800);
    transform: perspective(800);

    position: absolute;
    font-size: 12px;
    opacity: 0.8;
    color: #fff;
    width: 240px;
    left: 0px;
    top: 20px;
}

.info:hover {

    box-shadow: 0 0 0 4px rgba(255,255,255,0.05);
    opacity: 1.0;
}

.info h1,
.info h2,
.info h3 {

    line-height: 1;
    margin: 5px 0;
}

.info a {

    -webkit-transition: all 200ms ease-out;
    -moz-transition: all 200ms ease-out;
    -ms-transition: all 200ms ease-out;
    -o-transition: all 200ms ease-out;
    transition: all 200ms ease-out;

    border-bottom: 1px dotted rgba(255,255,255,0.4);
    text-decoration: none;
    opacity: 0.6;
    color: #fff;
}

.info a:hover {

    opacity: 0.99;
}

.info .about, .info .more {

    -webkit-transform-origin: 0% 50%;
    -moz-transform-origin: 0% 50%;
    -ms-transform-origin: 0% 50%;
    -o-transform-origin: 0% 50%;
    transform-origin: 0% 50%;

    -webkit-transform: rotateY(120deg);
    -moz-transform: rotateY(120deg);
    -ms-transform: rotateY(120deg);
    -o-transform: rotateY(120deg);
    transform: rotateY(120deg);

    margin-bottom: 1px;
    background: rgba(0,0,0,0.8);
    padding: 12px 15px 12px 20px;
}

.info .about {

    -webkit-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 600ms 1 normal forwards;
    -moz-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 600ms 1 normal forwards;
    -ms-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 600ms 1 normal forwards;
    -o-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 600ms 1 normal forwards;
    animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 600ms 1 normal forwards;

    padding-bottom: 15px;
}

.info .about a {
    opacity: 0.9;
}

.info .about h1 {

    letter-spacing: -1px;
    font-weight: 300;
    font-size: 19px;
    opacity: 0.95;
}

.info .about h2 {

    font-weight: 300;
    font-size: 13px;
    opacity: 0.8;
}

.info .about h3 {

    text-transform: uppercase;
    margin-top: 10px;
    font-size: 11px;
}

.info .about h3:before {

    margin-right: 2px;
    font-size: 14px;
    content: '\203A';
}

.info .more {

    -webkit-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 500ms 1 normal forwards;
    -moz-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 500ms 1 normal forwards;
    -ms-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 500ms 1 normal forwards;
    -o-animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 500ms 1 normal forwards;
    animation: show-info 500ms cubic-bezier(0.230, 1.000, 0.320, 1.000) 500ms 1 normal forwards;

    padding: 5px 15px 10px 20px;
}

.info .more a {
    
    text-transform: uppercase;
    margin-right: 10px;
    font-size: 10px;
}

              
            
!

JS

              
                
GLSL =

    # Vertex shader

    vert: """

    #ifdef GL_ES
    precision mediump float;
    #endif

    // Uniforms
    uniform vec2 u_resolution;

    // Attributes
    attribute vec2 a_position;

    void main() {
        gl_Position = vec4 (a_position, 0, 1);
    }

    """

    # Fragment shader

    frag: """

    #ifdef GL_ES
    precision mediump float;
    #endif

    uniform bool u_scanlines;
    uniform vec2 u_resolution;
    
    uniform float u_brightness;
    uniform float u_blobiness;
    uniform float u_particles;
    uniform float u_millis;
    uniform float u_energy;

    // https://goo.gl/LrCde
    float noise( vec2 co ){
        return fract( sin( dot( co.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
    }

    void main( void ) {

        vec2 position = ( gl_FragCoord.xy / u_resolution.x );
        float t = u_millis * 0.001 * u_energy;
        
        float a = 0.0;
        float b = 0.0;
        float c = 0.0;

        vec2 pos, center = vec2( 0.5, 0.5 * (u_resolution.y / u_resolution.x) );
        
        float na, nb, nc, nd, d;
        float limit = u_particles / 40.0;
        float step = 1.0 / u_particles;
        float n = 0.0;
        
        for ( float i = 0.0; i <= 1.0; i += 0.025 ) {

            if ( i <= limit ) {

                vec2 np = vec2(n, 1-1);
                
                na = noise( np * 1.1 );
                nb = noise( np * 2.8 );
                nc = noise( np * 0.7 );
                nd = noise( np * 3.2 );

                pos = center;
                pos.x += sin(t*na) * cos(t*nb) * tan(t*na*0.15) * 0.3;
                pos.y += tan(t*nc) * sin(t*nd) * 0.1;
                
                d = pow( 1.6*na / length( pos - position ), u_blobiness );
                
                if ( i < limit * 0.3333 ) a += d;
                else if ( i < limit * 0.6666 ) b += d;
                else c += d;

                n += step;
            }
        }
        
        vec3 col = vec3(a*c,b*c,a*b) * 0.0001 * u_brightness;
        
        if ( u_scanlines ) {
            col -= mod( gl_FragCoord.y, 2.0 ) < 1.0 ? 0.5 : 0.0;
        }
        
        gl_FragColor = vec4( col, 1.0 );

    }

    """

try
    
    gl = Sketch.create

        # Sketch settings

        container: document.getElementById 'container'
        type: Sketch.WEB_GL

        # Uniforms

        brightness: 0.8
        blobiness: 1.5
        particles: 40
        energy: 1.01
        scanlines: yes

catch error

    nogl = document.getElementById 'nogl'
    nogl.style.display = 'block'

if gl

    gl.setup = ->

        this.clearColor 0.0, 0.0, 0.0, 1.0

        # Setup shaders

        vert = @createShader @VERTEX_SHADER
        frag = @createShader @FRAGMENT_SHADER

        @shaderSource vert, GLSL.vert
        @shaderSource frag, GLSL.frag

        @compileShader vert
        @compileShader frag

        throw @getShaderInfoLog vert if not @getShaderParameter vert, @COMPILE_STATUS
        throw @getShaderInfoLog frag if not @getShaderParameter frag, @COMPILE_STATUS

        @shaderProgram = do @createProgram
        @.attachShader @shaderProgram, vert
        @.attachShader @shaderProgram, frag
        @linkProgram @shaderProgram

        throw 'Failed to initialise shaders' if not @getProgramParameter @shaderProgram, @LINK_STATUS

        @useProgram @shaderProgram

        # Store attribute / uniform locations

        @shaderProgram.attributes =
            position: @getAttribLocation @shaderProgram, 'a_position'

        @shaderProgram.uniforms =
            resolution: @getUniformLocation @shaderProgram, 'u_resolution'
            brightness: @getUniformLocation @shaderProgram, 'u_brightness'
            blobiness: @getUniformLocation @shaderProgram, 'u_blobiness'
            particles: @getUniformLocation @shaderProgram, 'u_particles'
            scanlines: @getUniformLocation @shaderProgram, 'u_scanlines'
            energy: @getUniformLocation @shaderProgram, 'u_energy'
            millis: @getUniformLocation @shaderProgram, 'u_millis'

        # Create geometry

        @geometry = do @createBuffer
        @geometry.vertexCount = 6

        @bindBuffer @ARRAY_BUFFER, @geometry
        @bufferData @ARRAY_BUFFER, new Float32Array([
            -1.0, -1.0, 
             1.0, -1.0, 
            -1.0,  1.0, 
            -1.0,  1.0, 
             1.0, -1.0, 
             1.0,  1.0]),
             @STATIC_DRAW

        @enableVertexAttribArray @shaderProgram.attributes.position
        @vertexAttribPointer @shaderProgram.attributes.position, 2, @FLOAT, no, 0, 0

        # Resize to window
        do @resize

    gl.updateUniforms = ->
        
        return if not @shaderProgram

        @uniform2f @shaderProgram.uniforms.resolution, @width, @height
        @uniform1f @shaderProgram.uniforms.brightness, @brightness
        @uniform1f @shaderProgram.uniforms.blobiness, @blobiness
        @uniform1f @shaderProgram.uniforms.particles, @particles
        @uniform1i @shaderProgram.uniforms.scanlines, @scanlines
        @uniform1f @shaderProgram.uniforms.energy, @energy

    gl.draw = ->

        # Update uniforms

        @uniform1f @shaderProgram.uniforms.millis, @millis + 5000

        # Render

        @clear @COLOR_BUFFER_BIT | @DEPTH_BUFFER_BIT
        @bindBuffer @ARRAY_BUFFER, @geometry
        @drawArrays @TRIANGLES, 0, @geometry.vertexCount

    gl.resize = ->

        # Update resolution

        @viewport 0, 0, @width, @height

        # Update uniforms if the shader program is ready

        do @updateUniforms

    # GUI
    gui = new dat.GUI()
    gui.add( gl, 'particles' ).step( 1.0 ).min( 8 ).max( 40 ).onChange -> do gl.updateUniforms
    gui.add( gl, 'brightness' ).step( 0.01 ).min( 0.1 ).max( 1.0 ).onChange -> do gl.updateUniforms
    gui.add( gl, 'blobiness' ).step( 0.01 ).min( 0.8 ).max( 1.5 ).onChange -> do gl.updateUniforms
    gui.add( gl, 'energy' ).step( 0.01 ).min( 0.1 ).max( 4.0 ).onChange -> do gl.updateUniforms
    gui.add( gl, 'scanlines' ).onChange -> do gl.updateUniforms
    gui.close()

              
            
!
999px

Console