<script src="https://threejs.org/build/three.min.js"></script>
<div id="container"></div>

<script id="fragmentShader" type="x-shader/x-fragment">

			uniform float time;

			varying vec3 vTexCoord3D;
			varying vec3 vNormal;
			varying vec3 vViewPosition;

			vec4 permute( vec4 x ) {

				return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );

			}

			vec4 taylorInvSqrt( vec4 r ) {

				return 1.79284291400159 - 0.85373472095314 * r;

			}

			float snoise( vec3 v ) {

				const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
				const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );

				vec3 i  = floor( v + dot( v, C.yyy ) );
				vec3 x0 = v - i + dot( i, C.xxx );

				vec3 g = step( x0.yzx, x0.xyz );
				vec3 l = 1.0 - g;
				vec3 i1 = min( g.xyz, l.zxy );
				vec3 i2 = max( g.xyz, l.zxy );
				vec3 x1 = x0 - i1 + 1.0 * C.xxx;
				vec3 x2 = x0 - i2 + 2.0 * C.xxx;
				vec3 x3 = x0 - 1. + 3.0 * C.xxx;

				i = mod( i, 289.0 );
				vec4 p = permute( permute( permute(
						 i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
					   + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
					   + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );

				float n_ = 1.0 / 7.0; 

				vec3 ns = n_ * D.wyz - D.xzx;

				vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); 

				vec4 x_ = floor( j * ns.z );
				vec4 y_ = floor( j - 7.0 * x_ ); 

				vec4 x = x_ *ns.x + ns.yyyy;
				vec4 y = y_ *ns.x + ns.yyyy;
				vec4 h = 1.0 - abs( x ) - abs( y );

				vec4 b0 = vec4( x.xy, y.xy );
				vec4 b1 = vec4( x.zw, y.zw );

				vec4 s0 = floor( b0 ) * 2.0 + 1.0;
				vec4 s1 = floor( b1 ) * 2.0 + 1.0;
				vec4 sh = -step( h, vec4( 0.0 ) );

				vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
				vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;

				vec3 p0 = vec3( a0.xy, h.x );
				vec3 p1 = vec3( a0.zw, h.y );
				vec3 p2 = vec3( a1.xy, h.z );
				vec3 p3 = vec3( a1.zw, h.w );

				vec4 norm = taylorInvSqrt( vec4( dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3) ) );
				p0 *= norm.x;
				p1 *= norm.y;
				p2 *= norm.z;
				p3 *= norm.w;

				vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3) ), 0.0 );
				m = m * m;
				return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
											dot(p2,x2), dot(p3,x3) ) );

			}

			float heightMap( vec3 coord ) {

				float n = abs( snoise( coord ) );

				n += 0.25   * abs( snoise( coord * 2.0 ) );
				n += 0.25   * abs( snoise( coord * 4.0 ) );
				n += 0.125  * abs( snoise( coord * 8.0 ) );
				n += 0.0625 * abs( snoise( coord * 16.0 ) );

				return n;

			}

			void main( void ) {

				float n = heightMap( vTexCoord3D );

				gl_FragColor = vec4( vec3( 1.5 - n, 1.0 - n, 0.5 - n ), 1.0 );

				const float e = 0.001;

				float nx = heightMap( vTexCoord3D + vec3( e, 0.0, 0.0 ) );
				float ny = heightMap( vTexCoord3D + vec3( 0.0, e, 0.0 ) );
				float nz = heightMap( vTexCoord3D + vec3( 0.0, 0.0, e ) );

				vec3 normal = normalize( vNormal + 0.05 * vec3( n - nx, n - ny, n - nz ) / e );

				vec3 vLightWeighting = vec3( 0.1 );

				vec4 lDirection = viewMatrix * vec4( normalize( vec3( 1.0, 0.0, 0.5 ) ), 0.0 );
				float directionalLightWeighting = dot( normal, normalize( lDirection.xyz ) ) * 0.25 + 0.75;
				vLightWeighting += vec3( 1.0 ) * directionalLightWeighting;

				vec3 dirHalfVector = normalize( lDirection.xyz + normalize( vViewPosition ) );

				float dirDotNormalHalf = dot( normal, dirHalfVector );

				float dirSpecularWeight = 0.0;
				if ( dirDotNormalHalf >= 0.0 )
					dirSpecularWeight = ( 1.0 - n ) * pow( dirDotNormalHalf, 5.0 );

				vLightWeighting += vec3( 1.0, 0.5, 0.0 ) * dirSpecularWeight * n * 2.0;

				gl_FragColor *= vec4( vLightWeighting, 1.0 );

			}

</script>

<script id="vertexShader" type="x-shader/x-vertex">

			uniform float time;
			uniform float scale;

			varying vec3 vTexCoord3D;
			varying vec3 vNormal;
			varying vec3 vViewPosition;

			void main( void ) {

				vec4 mPosition = vec4( position, 1.0 );
				vNormal = normalize( normalMatrix * normal );
				vViewPosition = cameraPosition - mPosition.xyz;

				vTexCoord3D = scale * ( position.xyz + vec3( 0.0, 0.0, -time ) );
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

</script>
body {
			color: #ffffff;
			font-family:Monospace;
			font-size:13px;
			text-align:center;
			font-weight: bold;
			background-color: #000000;
			margin: 0px;
			overflow: hidden;
}
var container;
var start_time;
var camera, scene, renderer;
var uniforms, mesh;
var oldTime = new Date().getTime();

init();
animate();

function init() {

	container = document.getElementById( 'container' );
	camera = new THREE.PerspectiveCamera( 40, container.innerWidth / container.innerHeight, 1, 3000 );
	camera.position.z = 4;
	scene = new THREE.Scene();
	start_time = new Date().getTime();

	uniforms = {
		time: 	{ type: "f", value: 1.0 },
		scale: 	{ type: "f", value: 1.5 }
	};

	var material = new THREE.ShaderMaterial( {

		uniforms: uniforms,
		vertexShader: document.getElementById( 'vertexShader' ).textContent,
		fragmentShader: document.getElementById( 'fragmentShader' ).textContent

	} );

	var size = 0.75;

	mesh = new THREE.Mesh( new THREE.SphereGeometry( size, 64, 32 ), material );
	scene.add( mesh );

	renderer = new THREE.WebGLRenderer();
  renderer.setClearColor(new THREE.Color(0x050505));

	container.appendChild( renderer.domElement );
  onWindowResize();
  window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize( event ) {

		renderer.setSize( window.innerWidth, window.innerHeight );
    camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();

}


function animate() {

	requestAnimationFrame( animate );
	render();
}

function render() {

	var time = new Date().getTime();
	var delta = 0.001 * ( time - oldTime );
	oldTime = time;

	uniforms.time.value += 0.275 * delta;

	mesh.rotation.y += 0.5 * delta;
	mesh.rotation.x += 0.1 * delta;

	renderer.render( scene, camera );

}
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