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HTML

              
                <!--

Follow me on
Dribbble: https://dribbble.com/supahfunk
Twitter: https://twitter.com/supahfunk
Codepen: https://codepen.io/supah/

-->
<canvas class="scene" id="bubble"></canvas>
              
            
!

CSS

              
                /*--------------------
Body
--------------------*/
*,
*::before,
*::after {
  box-sizing: border-box;
}

body {
  height: 100vh;
  margin: 0;
  overflow: hidden;
  background: linear-gradient(135deg, #ffd2c1, #f9d0d3);
}

.scene {
	position: absolute;
  width: 100%;
  height: 100vh;
}
              
            
!

JS

              
                /*--------------------
Setup
--------------------*/
console.clear();
const canvas = document.querySelector('#bubble');
let width = canvas.offsetWidth,
    height = canvas.offsetHeight;
const renderer = new THREE.WebGLRenderer({
  canvas: canvas,
  antialias: true,
  alpha: true
});
const scene = new THREE.Scene();

const setup = () => {
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize(width, height);
  renderer.setClearColor(0xebebeb, 0);
  renderer.shadowMap.enabled = true;
  renderer.shadowMapSoft = true;

  scene.fog = new THREE.Fog(0x000000, 10, 950);

  const aspectRatio = width / height;
  const fieldOfView = 100;
  const nearPlane = 0.1;
  const farPlane = 10000;
  camera = new THREE.PerspectiveCamera(
    fieldOfView,
    aspectRatio,
    nearPlane,
    farPlane
  );
  camera.position.x = 0;
  camera.position.y = 0;
  camera.position.z = 300;
}
setup();


/*--------------------
Lights
--------------------*/
let hemispshereLight, shadowLight, light2;
const createLights = () => {
	hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000, .5)
  
	shadowLight = new THREE.DirectionalLight(0xff8f16, .4);
	shadowLight.position.set(0, 450, 350);
	shadowLight.castShadow = true;

	shadowLight.shadow.camera.left = -650;
	shadowLight.shadow.camera.right = 650;
	shadowLight.shadow.camera.top = 650;
	shadowLight.shadow.camera.bottom = -650;
	shadowLight.shadow.camera.near = 1;
	shadowLight.shadow.camera.far = 1000;

	shadowLight.shadow.mapSize.width = 4096;
	shadowLight.shadow.mapSize.height = 4096;
  
  light2 = new THREE.DirectionalLight(0xfff150, .25);
	light2.position.set(-600, 350, 350);
  
  light3 = new THREE.DirectionalLight(0xfff150, .15);
	light3.position.set(0, -250, 300);

	scene.add(hemisphereLight);  
	scene.add(shadowLight);
  scene.add(light2);
  scene.add(light3);
}
createLights();


/*--------------------
Bubble
--------------------*/
const vertex = width > 575 ? 80 : 40;
const bubbleGeometry = new THREE.SphereGeometry( 120, vertex, vertex );
let bubble;
const createBubble = () => {
  for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
    let vector = bubbleGeometry.vertices[i];
    vector.original = vector.clone();  
  }
  const bubbleMaterial = new THREE.MeshStandardMaterial({
    emissive: 0xbd4be3,
    emissiveIntensity: 0.5,
    roughness: 0.61,
    metalness: 0.21,
    side: THREE.FrontSide,
    //wireframe: true
  });
  bubble = new THREE.Mesh(bubbleGeometry, bubbleMaterial);
  bubble.castShadow = true;
  bubble.receiveShadow = false;
  scene.add(bubble);
}
createBubble();


/*--------------------
Plane
--------------------*/
const createPlane = () => {
  const planeGeometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
  const planeMaterial = new THREE.ShadowMaterial({
    opacity: 0.15
  });
  const plane = new THREE.Mesh( planeGeometry, planeMaterial );
  plane.position.y = -150;
  plane.position.x = 0;
  plane.position.z = 0;
  plane.rotation.x = Math.PI / 180 * -90;
  plane.receiveShadow = true;
  scene.add(plane);
}
createPlane();


/*--------------------
Map
--------------------*/
const map = (num, in_min, in_max, out_min, out_max) => {
  return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}


/*--------------------
Distance
--------------------*/
const distance = (a, b) => {
  const dx = a.x - b.x;
  const dy = a.y - b.y;
  const d = Math.sqrt( dx * dx + dy * dy );
  return d;
}


/*--------------------
Mouse
--------------------*/
let mouse = new THREE.Vector2(0, 0);
const onMouseMove = (e) => {
  TweenMax.to(mouse, 0.8, {
    x : e.clientX || e.pageX || e.touches[0].pageX || 0,
    y: e.clientY || e.pageY || e.touches[0].pageY || 0,
    ease: Power2.easeOut
  });
};
['mousemove', 'touchmove'].forEach(event => {
  window.addEventListener(event, onMouseMove);  
});


/*--------------------
Spring
--------------------*/
let spring = {
  scale: 1
};
const clicking = {
  down: () => {
    TweenMax.to(spring, .7, {
      scale: .7, 
      ease: Power3.easeOut
    });
  },
  up: () => {
    TweenMax.to(spring, .9, {
      scale: 1, 
      ease: Elastic.easeOut
    });
  }
};
['mousedown', 'touchstart'].forEach(event => {
  window.addEventListener(event, clicking.down);
});
['mouseup', 'touchend'].forEach(event => {
  window.addEventListener(event, clicking.up);
});


/*--------------------
Resize
--------------------*/
const onResize = () => {
  canvas.style.width = '';
  canvas.style.height = '';
  width = canvas.offsetWidth;
  height = canvas.offsetHeight;
  camera.aspect = width / height;
  camera.updateProjectionMatrix(); 
  maxDist = distance(mouse, {x: width / 2, y: height / 2});
  renderer.setSize(width, height);
}
let resizeTm;
window.addEventListener('resize', function(){
  resizeTm = clearTimeout(resizeTm);
  resizeTm = setTimeout(onResize, 200);
});


/*--------------------
Noise
--------------------*/
let dist = new THREE.Vector2(0, 0);
let maxDist = distance(mouse, {x: width / 2, y: height / 2});
const updateVertices = (time) => {
  dist = distance(mouse, {x: width / 2, y: height / 2});
  dist /= maxDist;
  dist = map(dist, 1, 0, 0, 1);
  for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
    let vector = bubbleGeometry.vertices[i];
    vector.copy(vector.original);
    let perlin = noise.simplex3(
      (vector.x * 0.006) + (time * 0.0005),
      (vector.y * 0.006) + (time * 0.0005),
      (vector.z * 0.006)
    );
    let ratio = ((perlin * 0.3 * (dist + 0.1)) + 0.8);
    vector.multiplyScalar(ratio);
  }
  bubbleGeometry.verticesNeedUpdate = true;
}


/*--------------------
Animate
--------------------*/
const render = (a) => {
  requestAnimationFrame(render);
  bubble.rotation.y= -4 + map(mouse.x, 0, width, 0, 4);
  bubble.rotation.z= 4 + map(mouse.y, 0, height, 0, -4);
  bubble.scale.set(spring.scale, spring.scale, spring.scale);
  updateVertices(a);
  renderer.clear();
  renderer.render(scene, camera);
}
requestAnimationFrame(render);
renderer.render(scene, camera);
              
            
!
999px

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