<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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This Pen doesn't use any external JavaScript resources.