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

              
                
              
            
!

CSS

              
                canvas {
    display:block; width:100%; height:100vh;
}
              
            
!

JS

              
                import * as $ from '//unpkg.com/three@0.124.0/build/three.module.js'
import { OrbitControls } from '//unpkg.com/three@0.124.0/examples/jsm/controls/OrbitControls.js'
import { EffectComposer } from '//unpkg.com/three@0.124.0/examples/jsm/postprocessing/EffectComposer'
import { RenderPass } from '//unpkg.com/three@0.124.0/examples/jsm/postprocessing/RenderPass'
import { UnrealBloomPass } from '//unpkg.com/three@0.124.0/examples/jsm/postprocessing/UnrealBloomPass'
import { Curves } from '//unpkg.com/three@0.124.0/examples/jsm/curves/CurveExtras'
// ---- boot

const renderer = new $.WebGLRenderer({});
const scene = new $.Scene();
const camera = new $.PerspectiveCamera(75, 2, .01, 5000);
window.addEventListener('resize', () => {
    const { clientWidth, clientHeight } = renderer.domElement;
    renderer.setSize(clientWidth, clientHeight, false);
    renderer.setPixelRatio(window.devicePixelRatio);
    camera.aspect = clientWidth / clientHeight;
    camera.updateProjectionMatrix();
});
document.body.prepend(renderer.domElement);
window.dispatchEvent(new Event('resize'));

// ---- setup

scene.fog = new $.FogExp2('black', 0.05);
scene.add(new $.HemisphereLight('cyan', 'orange', 2));

// ---- const

const mpms = (20) / 1e3;
const steps = 2000;

// ---- mesh

const shape = new $.Shape();
// cw
shape.moveTo(-5, -1);
shape.quadraticCurveTo(0, -4, 5, -1);
shape.lineTo(6, -1);
shape.quadraticCurveTo(0, -5, -6, -1);
const extrudePath = new Curves.TorusKnot();
const UVGenerator = (() => {
    let i = 0; // face id
    return {
        generateTopUV(...xs) { // for 2 "cap" faces
            return [new $.Vector2(), new $.Vector2(), new $.Vector2()];
        },
        generateSideWallUV(_geom, _vs, _a, _b, _c, _d) { // all side faces
            const segments = 5; // (shape-related; NOT eq `curveSegments`)
            if (i < segments * steps) { // ignore bottom road faces
                ++i;
                return [new $.Vector2(), new $.Vector2(), new $.Vector2(), new $.Vector2()];
            }
            const n = i - segments * steps; // offseted face idx
            const total_col_segments = 7; // (shape-related) 
            const col = n / steps | 0;
            const left = col / total_col_segments; // normalize
            const right = (col + 1) / total_col_segments; // normalize
            const row = n % steps;
            const bottom = row / steps; // normalize 
            const top = (row + 1) / steps; // normalize
            ++i;
            return [
                new $.Vector2(left, bottom), // bottom left 
                new $.Vector2(right, bottom), // bottom right
                new $.Vector2(right, top), // top right
                new $.Vector2(left, top)  // top left
            ];
        }
    };
})();
const extrudeGeom = new $.ExtrudeBufferGeometry(shape, {
    bevelEnabled: false, steps, extrudePath,
    curveSegments: 5, UVGenerator
});
const matSideWall = f();
const matTop = new $.MeshLambertMaterial({ color: 'black' });
const mesh = new $.Mesh(extrudeGeom, [matTop, matSideWall]);
scene.add(mesh);

// ---- composer

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(new UnrealBloomPass(new $.Vector2(), 2, 0.5, 0.7));

// ---- anim

const totalLen = extrudePath.getLength();
const { binormals } = extrudePath.computeFrenetFrames(steps);
const $m = new $.Matrix4(); // rotation matrix

renderer.setAnimationLoop((t /*ms*/) => {
    const $u = ((mpms * t) % totalLen) / totalLen;
    // update cam position
    extrudePath.getPointAt($u, camera.position);
    // update cam rotation
    camera.setRotationFromMatrix($m.lookAt(
        /* eye */ camera.position,
        /* target */ extrudePath.getPointAt(Math.min(1.0, $u + 0.01)),
        /* up */ binormals[$u * steps | 0]
    ));
    renderer.getDrawingBufferSize(composer.passes[1].resolution);
    composer.render();
    mesh.material[1].uniforms.t.value = t;
});

// ---- sidewall material

function f() {
    const url = 'https://images.unsplash.com/photo-1550747528-cdb45925b3f7?ixid=MXwxMjA3fDB8MHxzZWFyY2h8Mnx8dW5pY29ybnxlbnwwfHwwfA%3D%3D&ixlib=rb-1.2.1&auto=format&fit=crop&w=600&q=60';
    const tex = new $.TextureLoader().load(url);
    tex.wrapS = $.MirroredRepeatWrapping;
    tex.wrapT = $.RepeatWrapping;

    const shader = $.ShaderLib.lambert;
    const uniforms = $.UniformsUtils.merge([shader.uniforms, { 
        t: { value: 0 },
        stretch: { value: new $.Vector2(1, 10) },
        div: { value: new $.Vector2(32, 8) },
    }]);
    const vertexShader = `
    uniform sampler2D map;
    uniform vec2 stretch;
    ` + shader.vertexShader.replace('#include <uv_vertex>', `
    #ifdef USE_UV
        vUv = ( uvTransform * vec3( uv, 1 ) ).xy * stretch;
    #endif
    `);
    const fragmentShader = `
    uniform vec2 div;
    uniform vec2 stretch;
    uniform float t;
    ` + shader.fragmentShader.replace('#include <map_fragment>', `
    #ifdef USE_MAP
        {
            vec2 i = vec2(ivec2( vUv * div ));
            vec4 tA = texture2D( map, ( i ) / div );
            vec4 tB = texture2D( map, ( i + 1.0 ) / div );
            vec4 texel = 0.5 * (mix( tA, tB, vUv.x ) + mix( tA, tB, vUv.y )); 
            texel.b = step( 0.5, texel.b ) + ( sin( t * 0.001 ) * 0.5 + 0.5 );
            texel.r *= 2.0;
            texel.g *= 0.5;
            vec2 uv = fract( vUv * stretch * div );
            texel *= step( 0.2, uv.x ) * step ( 0.2, uv.y );
            diffuseColor *= texel;
        }
	#endif
    `);
    const mat = new $.ShaderMaterial({
        uniforms, vertexShader, fragmentShader,
        lights: true, fog: true
    });
    mat.map = mat.uniforms.map.value = tex;

    return mat;
}

              
            
!
999px

Console