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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              <main id="container"></main>
            
          
!

CSS

            
              body, html{
	margin: 0;
	padding: 0;
}
            
          
!

JS

            
              const PI2 = Math.PI * 2.0;
const vertexShader = `
attribute vec3 position;
attribute vec2 uv;

uniform vec3 uEuler;

varying vec2 vUv;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;

void main() {
	vUv = uv;
	gl_Position = vec4(position, 1.0);
	// Caculate Normal
	vec3 elrsn = sin(uEuler);
 	vec3 elrcs = cos(uEuler);
 	mat3 rotx = mat3(
		1.0, 0.0, 0.0,
      0.0, elrcs.x, elrsn.x,
      0.0, -elrsn.x, elrcs.x
 	);
	mat3 roty = mat3(
      elrcs.y, 0.0, -elrsn.y,
      0.0, 1.0, 0.0,
      elrsn.y, 0.0, elrcs.y
	);
	mat3 rotz = mat3(
      elrcs.z, elrsn.z, 0.0, 
      -elrsn.z, elrcs.z, 0.0,
      0.0, 0.0, 1.0
	);
	mat3 rotmat = rotx * roty * rotz;

	mat3 trrotm = mat3(
      rotmat[0][0], rotmat[1][0], rotmat[2][0],
      rotmat[0][1], rotmat[1][1], rotmat[2][1],
      rotmat[0][2], rotmat[1][2], rotmat[2][2]
 	);
 	normX = trrotm[0];
 	normY = trrotm[1];
 	normZ = trrotm[2];
}
`;
const fragmentShader = `
precision highp float;

uniform float uTime;

varying vec2 vUv;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;

float diffuse = 0.8;
float specular = 0.5;
float rstop = 0.1;
float palpha = 1.;

// pos orign radius
float ellipse(vec2 p, vec2 o, vec2 r) { 
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}
void main() {
	vec2 st = vUv; // [0,1]
	// To 3D
	vec3 p = vec3(st - vec2(0.5, 0.5), 0.0) * 2.;// [-1,1]
	vec3 d = vec3(0.0, 0.0, -1.0);
	float nd = normZ.z; //dot(-normZ, d);
	if(abs(nd) < 0.0001) discard;

	float np = dot(normZ, p);
   vec3 tp = p + d * np / nd;//dot(-normZ, d) / dot(-normZ, p);
	// Back 2D 
 	vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

	// angle = 15 degree
	const float flwrsn = 0.258819045102521;
   const float flwrcs = 0.965925826289068;
   mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
   // abs => double [0,1]
   vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
   float r;
   if(flwrp.x < 0.0) {
   	// middle part(double)
      r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
   } else {
		// out part(double)
      r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }
	 if(r > rstop) discard;
    // r = ellipse(flwrp, vec2(0.250,0.440), vec2(0.140,0.190));
    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    
   float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
  	col *= vec3(1.0, grady, grady);
   col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
  	col = col * diffuse + specular;
    
	float alpha = (0.5 - r / (rstop * 1.0));
   alpha = smoothstep(0.0, 1.0, alpha) * palpha;
    
	//gl_FragColor = vec4(vec3(alpha), 1.);
   gl_FragColor = vec4(col*0.5, alpha);
}
`;

class Shaping {
	constructor() {
		this.uniforms = {
			uTime: {
				type: 'f',
				value: 0
			},
			uEuler:{
				type: 'v3',
				value: new THREE.Vector3(
					Math.random() * Math.PI * 2.0,
					Math.random() * Math.PI * 2.0,
					Math.random() * Math.PI * 2.0
				)
			}
		};
		this.obj = this.createObj();
	}
	symmetryrand(){
		return (Math.random() * 2.0 - 1.0);
	}
	createObj() {
		let screenGeometry = new THREE.BufferGeometry();
		let posVertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);
		let uvVertices = new Float32Array([0, 0, 2, 0, 0, 2]);
		this.rotationArr = new THREE.Vector3(
			this.symmetryrand() * PI2 * 0.5,
            this.symmetryrand() * PI2 * 0.5,
            this.symmetryrand() * PI2 * 0.5
		)
		screenGeometry.addAttribute('position', new THREE.BufferAttribute(posVertices, 3));
		screenGeometry.addAttribute('uv', new THREE.BufferAttribute(uvVertices, 2));
		return new THREE.Mesh(
			screenGeometry,
			new THREE.RawShaderMaterial({
				uniforms: this.uniforms,
				vertexShader,
				fragmentShader,
			})
		);
	}
	repeatEuler(eulerVec, time) {
		let keyArr = ['x','y','z'];
		keyArr.forEach(key => {
			let element = eulerVec[`${key}`];
			element += this.rotationArr[`${key}`] * time;
			element = element % PI2;
			if (element < 0.0) {
				element += PI2;
			}
			eulerVec[`${key}`] = element;
		});
	}
	render(time) {
		let eulerVec = this.uniforms.uEuler.value;
		this.repeatEuler(eulerVec, time);
		this.uniforms.uTime.value += time;
	}
}

class MainScene {
	constructor(container, callback) {
		this.container = container;
		this.width = window.innerWidth;
		this.height = window.innerHeight;
		this.clock = new THREE.Clock();

		// Camera
		const camera = (this.camera = new THREE.PerspectiveCamera(
			45,
			document.innerWidth / window.innerHeight,
			1,
			1000
		));
		camera.position.set(0, 0, 400);

		// Renderer
		const renderer = (this.renderer = new THREE.WebGLRenderer({
			antialias: false
		}));
		renderer.domElement.id = 'canvasWebGL';
		renderer.setPixelRatio(window.devicePixelRatio);
		renderer.setSize(this.width, this.height);
		renderer.gammaFactor = 2.2;
		renderer.setClearColor(0x111111, 1.0);
		container.appendChild(renderer.domElement);
		// Scene
		this.initScene(callback);
		// Events
		this.initEvents();
	}
	initScene(callback) {
		const scene = (this.scene = new THREE.Scene());
		const shapingObject = (this.shapingObject = new Shaping());
		scene.add(shapingObject.obj);
		this.animete();
		typeof callback === 'function' && callback();
	}
	initEvents() {
		window.addEventListener('resize', this.onWindowResize.bind(this), false);
	}
	onWindowResize() {
		this.width = getEleWidth(this.container);
		this.height = getEleHeight(this.container);
		this.camera.aspect = this.width / this.height;
		this.camera.updateProjectionMatrix();
		this.renderer.setPixelRatio(window.devicePixelRatio);
		this.renderer.setSize(this.width, this.height);
	}
	animete() {
		const time = this.clock.getDelta();
		this.shapingObject.render(time);
		this.renderer.render(this.scene, this.camera);
		requestAnimationFrame(this.animete.bind(this));
	}
}

window.onload = ()=> {
	let containerEle = document.querySelector("#container");
	new MainScene(containerEle);
}
            
          
!
999px

Console