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CSS

            
              canvas {
	display: block;
}
            
          
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JS

            
              // https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl
const simplexPartialShader = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex 
//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//               https://github.com/stegu/webgl-noise
// 

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

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);

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

// Other corners
  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 );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i); 
  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 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  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);

//Normalise gradients
  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;

// Mix final noise value
  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) ) );
  }`;

const fragmentShader = `
varying vec2 vUv;

uniform float time;

${simplexPartialShader}

const float duration = 8.0;
const float depth = 2.0;

void main() {
	float modulo = 1.0 / (sin(time * PI_TWO / duration) * depth + depth + 0.01);

	float noise = snoise(vec3(vUv * normalize(RESOLUTION), time / duration));
	float t = mod(noise, modulo);

	if (t < modulo / 2.0) {
		discard;
	}

	if (noise > 0.5) {
		gl_FragColor = vec4(1.0, 0.25, 0.2, 1.0);
	} else if (noise < -0.5) {
		gl_FragColor = vec4(1.0, 0.25, 0.4, 1.0);
	} else {
		gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
	}
}`;

const vertexShader = `
varying vec2 vUv;

void main() {
	vUv = uv * 2.0 - 1.0;

	gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`;

const getShaderPlane = (width, height, fragmentShader, vertexShader, uniforms = {}) => {
	const geometry = new THREE.PlaneBufferGeometry(width, height, 1, 1);
	const material = new THREE.ShaderMaterial({
		fragmentShader,
		vertexShader,
		uniforms,
		defines: {
			PI: Math.PI.toFixed(20),
			PI_TWO: (Math.PI * 2).toFixed(20),
			RESOLUTION: `vec2(${width.toFixed(1)}, ${height.toFixed(1)})`
		},
	});
	
	return new THREE.Mesh(geometry, material);

	shaderMesh.rotation.x = Math.PI / -2;
};

const HEIGHT = window.innerHeight;
const WIDTH = window.innerWidth;

const HEIGHT_HALF = HEIGHT / 2;
const WIDTH_HALF = WIDTH / 2;

const camera = new THREE.OrthographicCamera(
	-WIDTH_HALF, WIDTH_HALF,
	HEIGHT_HALF, -HEIGHT_HALF,
	1, 3
);

camera.position.z = 2;

const scene = new THREE.Scene();

const shaderUniforms = {
	time: { value: 0 },
};

const shaderPlane = getShaderPlane(
	WIDTH,
	HEIGHT,
	fragmentShader,
	vertexShader,
	shaderUniforms);

scene.add(shaderPlane);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
renderer.render(scene, camera);

const start = Date.now() / 1000;

const animate = () => {
	requestAnimationFrame(animate);
	render();
};

const render = () => {
	shaderUniforms.time.value = Date.now() / 1000 - start;
	renderer.render(scene, camera);
};

animate();
document.body.appendChild(renderer.domElement);
            
          
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