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HTML

              
                #loading
  .circle
#container
  .box
    h1 Lavos
    p Hello, I'm here to destroy the Earth!
              
            
!

CSS

              
                html, body
  height: 100%;
  width: 100%;

body
  font-size: 62.5%;
  background: #000;
  overflow: hidden;
  color: #FFF;
  font-family: serif;
  overscroll-behavior: none;

#loading
  background: black;
  position: fixed;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  z-index: 9999;
  display: flex;
  justify-content: center;
  align-items: center;
  visibility: visible;
  opacity: 1;
  transition: visibility 1.6s, opacity 1.6s;
  .circle
    width: 50px;
    height: 50px;
    background: white;
    border-radius: 50%;
    opacity: 0;
    transform: scale(0, 0);
    animation: circle-animation 1.6s ease-in-out 0s infinite normal none;
 
#loading.loaded
  visibility: hidden;
  opacity: 0;
    
#container
  width: 100%;
  height: 100%;
  .box
    color: white;
    font-size: 4.8rem;
    position: fixed;
    z-index: 1;
    top: 50%;
    left: 10%;
    transform: translateY(-50%);
    overflow: hidden;
    h1
      padding-bottom: 0.8rem;
    p
      font-size: 0.8rem;

/** css animation */
@keyframes circle-animation
  0%
    opacity: 0;
    transform: scale(0, 0);
  50%
    opacity: 1;
    transform: scale(1, 1);
              
            
!

JS

              
                /**
 * GPGPU Particles
 * Referred to
 * https://www.youtube.com/watch?v=oLH00MXTqNg
 * https://qiita.com/uma6661/items/20accc9b5fb9845fc73a
 * https://wgld.org/d/webgl/w083.html
 * Thank you so much.
 */

import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js';

/** vertex shader source */
const vertexShader = `
attribute vec2 reference;

uniform float uTime;
uniform bool uPressed;
uniform sampler2D texturePosition;

varying vec3 vPosition;
varying vec3 vNormal;
varying vec2 vUv;

float PI = 3.14159265359;

void main(){
  vec3 pos = texture2D(texturePosition, reference).xyz;
  
  float dist = length(pos);
  // Referred to https://t.co/9RSKLLVOrB?amp=1
  float shrink = 2.0 / PI * atan(sin(PI * 2.0 * (uTime * 0.3 - dist * 0.9) * (1.0 / 4.0)) / 0.1);
  float scale = 1.0 + shrink * 0.9;
  
  pos *= scale;
  
  vPosition = pos;
  vUv = reference;
  
  vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
  
  gl_PointSize = 2.0 * (4.0 / - mvPosition.z);
  gl_Position = projectionMatrix * mvPosition;
}

`;

/** fragment shader source */
const fragmentShader = `
uniform float uTime;
varying vec3 vPosition;

// Simplex 3D Noise 
// by Ian McEwan, Ashima Arts
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);

  // 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 * C 
  vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  vec3 x3 = x0 - 1. + 3.0 * C.xxx;

  // Permutations
  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 ));

  // Gradients
  // ( N*N points uniformly over a square, mapped onto an octahedron.)
  float n_ = 1.0/7.0; // N=7
  vec3  ns = n_ * D.wyz - D.xzx;

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

  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 = 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 float scale = 0.1;

void main () {
  /**
   * square to circle
   * Referred to
   * https://qiita.com/uma6661/items/20accc9b5fb9845fc73a
   * Thank you so much.
   */
  //float f = length(gl_PointCoord - vec2(0.5, 0.5));
  //if (f > 0.1) discard;
  
  vec3 color;
  color.r = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.1)));
  color.g = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.2)));
  color.b = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.3)));
  
  gl_FragColor = vec4(color, 1.0);
}

`;

/** fragment simulation */
const positionSimulation = `
uniform float uTime;
uniform float uScale;

//	Simplex 4D Noise 
//	by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}

vec4 grad4(float j, vec4 ip){
  const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
  vec4 p,s;

  p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
  s = vec4(lessThan(p, vec4(0.0)));
  p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 

  return p;
}

float snoise(vec4 v){
  const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                        0.309016994374947451); // (sqrt(5) - 1)/4   F4
// First corner
  vec4 i  = floor(v + dot(v, C.yyyy) );
  vec4 x0 = v -   i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;

  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;

//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;

  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;

  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

  //  x0 = x0 - 0.0 + 0.0 * C 
  vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
  vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
  vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
  vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;

// Permutations
  i = mod(i, 289.0); 
  float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
  vec4 j1 = permute( permute( permute( permute (
             i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
           + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
           + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
           + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.

  vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

  vec4 p0 = grad4(j0,   ip);
  vec4 p1 = grad4(j1.x, ip);
  vec4 p2 = grad4(j1.y, ip);
  vec4 p3 = grad4(j1.z, ip);
  vec4 p4 = grad4(j1.w, ip);

// 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;
  p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners
  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
  m0 = m0 * m0;
  m1 = m1 * m1;
  return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

}


const float scale = 0.05;
float PI = 3.14159265359;

void main () {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  vec4 tmpPos = texture2D(texturePosition, uv);
  vec4 tmpVel = texture2D(textureVelocity, uv);
  vec4 pos = tmpPos.xyzw;
  vec4 vel = tmpVel.xyzw;
  
  float noisyX = snoise(vec4(pos.x * uScale, pos.y / uScale, pos.z / uScale, uTime));
  float noisyY = snoise(vec4(pos.x / uScale, pos.y * uScale, pos.z / uScale, uTime));
  float noisyZ = snoise(vec4(pos.x / uScale, pos.y / uScale, pos.z * uScale, uTime));
  
  pos.x += (noisyX + tmpVel.x) * scale;
  pos.y += (noisyY + tmpVel.y) * scale;
  pos.z += (noisyZ + tmpVel.z) * scale;
  
  if (length(pos.xyz) > 5.0) {
    pos.x = 0.0;
    pos.y = 0.0;
    pos.z = 0.0;
  }
  
  gl_FragColor = pos;
}
`;

const velocitySimulation = `
void main() {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  //float idParticle = uv.y * resolution.x + uv.x;
  vec4 tmpVel = texture2D(textureVelocity, uv);
  vec4 tmpPos = texture2D(texturePosition, uv);
  vec4 pos = tmpPos.xyzw;
  vec4 vel = tmpVel.xyzw;
  
  gl_FragColor = vel;
}
`;

/**
 * class Sketch
 */
class Sketch {
  constructor() {
    this.renderer =
      new THREE.WebGLRenderer({
        antialias: true,
        alpha: true
      });
    document.getElementById('container').appendChild(this.renderer.domElement);
    
    //this.statsInit();
    this.init();
  }

  statsInit() {
    this.stats = new Stats();
    this.stats.setMode(0);
    this.stats.domElement.style.position = 'absolute';
    this.stats.domElement.style.left = '0';
    this.stats.domElement.style.top = '0';
    document.getElementById('container').appendChild(this.stats.domElement);
  }
  
  init() {
    /** time */
    this.time = new THREE.Clock(true);
    
    /** mouse */
    this.amp = 0.0001;
    this.mouse = new THREE.Vector2();
    this.touchStart = new THREE.Vector2();
    this.touchMove = new THREE.Vector2();
    this.touchEnd = new THREE.Vector2();
    this.pressed = false;
    
    /** canvas size */
    this.width = window.innerWidth;
    this.height = window.innerHeight;

    /** scene */
    this.scene = new THREE.Scene();
    
    /** setup and render */
    this.setupCanvas();
    this.setupCamera();
    //this.setupLight();
    this.setupShape();
    this.setupEvents();
    
    this.render();
  }
  
  setupCanvas() {
    /** renderer */
    this.renderer.setSize(this.width, this.height);
    //this.renderer.setPixelRatio(window.devicePixelRatio);
    /** Because it's so heavy. */
    this.renderer.setPixelRatio(0.75);
    this.renderer.setClearColor(0x000000, 1.0);
    
    /** style */
    this.renderer.domElement.style.position = 'fixed';
    this.renderer.domElement.style.top = '0';
    this.renderer.domElement.style.left = '0';
    this.renderer.domElement.style.zIndex = '0';
    this.renderer.domElement.style.outline = 'none';
  }
  
  setupCamera() {
    const fov = 70;
    const fovRadian = (fov / 2) * (Math.PI / 180);
    
    this.dist = this.height / 2 / Math.tan(fovRadian);
    this.camera =
      new THREE.PerspectiveCamera(
        fov,
        this.width / this.height,
        0.01,
        1000
      );
    this.camera.position.set(0, 0, 5);
    this.camera.lookAt(new THREE.Vector3());
    this.scene.add(this.camera);
    //this.controls = new OrbitControls(this.camera, this.renderer.domElement);
  }
  
  setupLight() {
    /** directinal light */
    this.directionalLight = new THREE.DirectionalLight(0xffffff);
    this.scene.add(this.directionalLight);

    /** point light */
    this.spotLight = new THREE.SpotLight(0xffffff);
    this.spotLight.position.set(0, 300, 0);
    this.scene.add(this.spotLight);
  }
  
  setupShape() {
    this.shapes = new Array();
    const s = new Shape(this);
    this.shapes.push(s);
  }
  
  setupGui() {
    this.settings = {
      scale: 3,
    };
    this.gui = new dat.GUI();
    this.gui.add(this.settings, 'scale', 1, 10, 1).onChange(() => this.init());
  }
  
  render() {
    //this.stats.begin(); // -------------------- //
    
    const time = this.time.getElapsedTime();
    
    /** camera */
    this.camera.position.set(
      Math.cos(-time * 0.1) * 5,
      Math.cos(time * 0.1) * 5,
      Math.sin(-time * 0.1) * 5
    );
    this.camera.lookAt(new THREE.Vector3());
    
    /** shapes */
    for (let i = 0; i < this.shapes.length; i++) {
      this.shapes[i].update(time);
    }
    
    this.renderer.render(this.scene, this.camera);
    
    //this.stats.end();   // -------------------- //
    this.animationId = requestAnimationFrame(this.render.bind(this));
  }
  
  setupEvents() {
    window.addEventListener('resize', this.onResize.bind(this), false);
    window.addEventListener('mousemove', this.onMousemove.bind(this), false);
    this.renderer.domElement.addEventListener('wheel', this.onWheel.bind(this), false);
    this.renderer.domElement.addEventListener('touchstart', this.onTouchstart.bind(this), false);
    this.renderer.domElement.addEventListener('touchmove', this.onTouchmove.bind(this), false);
    this.renderer.domElement.addEventListener('touchend', this.onTouchend.bind(this), false);
    this.renderer.domElement.addEventListener('mousedown',  () => {
      this.pressed = true;
    });
    this.renderer.domElement.addEventListener('mouseup',  () => {
      this.pressed = false;
    });
  }
  
  onResize() {
    const id = this.animationId;
    
    cancelAnimationFrame(id);
    this.init();
  }
  
  onMousemove(event) {
    this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
    this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  }
  
  onWheel(event) {
    this.amp -= event.deltaY * 0.001;
  }
  
  onTouchstart(event) {
    const touch = event.targetTouches[0];
    
    this.touchStart.x = touch.pageX;
    this.touchStart.y = touch.pageY;
  }
  
  onTouchmove(event) {
    const touch = event.targetTouches[0];
    
    this.touchMove.x = touch.pageX;
    this.touchMove.y = touch.pageY;
    this.touchEnd.x = this.touchStart.x - this.touchMove.x;
    this.touchEnd.y = this.touchStart.y - this.touchMove.y;
    
    this.amp -= this.touchEnd.y * 0.001;
    
    this.mouse.x = event.clientX;
    this.mouse.y = event.clientY;
  }

  onTouchend(event) {
    this.touchStart.x = null;
    this.touchStart.y = null;
    this.touchMove.x = null;
    this.touchMove.y = null;
    this.touchEnd.x = null;
    this.touchEnd.y = null;
    
    this.mouse.x = null;
    this.mouse.y = null;
  }
}

/**
 * shape class
 */
class Shape {
  /**
   * @constructor
   * @param {object} sketch - canvas
   */
  constructor(sketch) {
    this.sketch = sketch;
    this.init();
  }
  
  /**
   * initialize shape
   */
  init() {
    this.initGPGPU();
    
    this.geometry = new THREE.BufferGeometry();
    this.material = new THREE.ShaderMaterial({
      side: THREE.DoubleSide,
      uniforms: {
        uTime: {type: 'f', value: 0},
        uPressed: {value: this.sketch.pressed},
        texturePosition: {type: 'v4', value: null},
        textureVelocity: {type: 'v4', value: null},
      },
      blending: THREE.AdditiveBlending,
      transparent: true,
      vertexShader: vertexShader,
      fragmentShader: fragmentShader
    });
    
    this.num = this.sketch.width < 500 ? 500 : 500;
    
    let positions = new Float32Array(this.num * this.num * 3);
    let reference = new Float32Array(this.num * this.num * 2);
    
    for (let i = 0; i < this.num * this.num; i++) {
      positions.set([0, 0, 0], i * 3);
    }
    
    for (let j = 0; j < this.num; j++) {
      for (let i = 0; i < this.num; i++) {
        const index = j * this.num + i;
        
        reference.set([i / this.num, j / this.num], index * 2);
      }
    }
    
    this.geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
    this.geometry.setAttribute('reference', new THREE.BufferAttribute(reference, 2));
    
    this.mesh = new THREE.Points(this.geometry, this.material);
    this.sketch.scene.add(this.mesh);
  }
  
  initGPGPU() {
    this.gpuCompute = new GPUComputationRenderer(this.sketch.width, this.sketch.height, this.sketch.renderer);
    
    this.dataTexturePosition = this.gpuCompute.createTexture();
    this.dataTextureVelocity = this.gpuCompute.createTexture();
    
    this.setPositions(this.dataTexturePosition);
    this.setVelocities(this.dataTextureVelocity);
    
    this.positionVariable = this.gpuCompute.addVariable('texturePosition', positionSimulation, this.dataTexturePosition);
    this.velocityVariable = this.gpuCompute.addVariable('textureVelocity', velocitySimulation, this.dataTextureVelocity);
    
    /** It does not work without these codes. */
    this.gpuCompute.setVariableDependencies( this.velocityVariable, [ this.positionVariable, this.velocityVariable ] );
    this.gpuCompute.setVariableDependencies( this.positionVariable, [ this.positionVariable, this.velocityVariable ] );
    
    this.positionVariable.material.uniforms['uTime'] = {type: 'f', value: 0};
    this.positionVariable.material.uniforms['uScale'] = {type: 'f', value: 0.001};
    this.gpuCompute.init();
  }
  
  setVelocities(texture) {
    const arr = texture.image.data;
    
    for (let i = 0; i < arr.length; i += 4) {
      const r = Math.PI * 2 * Math.random();
      const rand = Math.random();
      arr[i + 0] = Math.cos(r) * rand;
      arr[i + 1] = Math.sin(r) * rand;
      arr[i + 2] = Math.sin(Math.PI * 2 * Math.random()) * Math.random();
      arr[i + 3] = 0.0;
    }
  }
  
  setPositions(texture) {
    const arr = texture.image.data;
    
    for (let i = 0; i < arr.length; i += 4) {
      const r = Math.random();
      const x = 0.0;
      const y = 0.0;
      arr[i + 0] = 0.0;
      arr[i + 1] = 0.0;
      arr[i + 2] = 0.0;
      arr[i + 3] = r;
    }
  }
  
  /**
   * update shape
   * @param {number} time - time 
   */
  update(time) {
    this.gpuCompute.compute();
    
    this.material.uniforms.texturePosition.value =
      this.gpuCompute.getCurrentRenderTarget(this.positionVariable).texture;
    this.material.uniforms.textureVelocity.value =
      this.gpuCompute.getCurrentRenderTarget(this.velocityVariable).texture;
    
    this.mesh.material.uniforms.uTime.value = time;
    this.mesh.material.uniforms.uPressed.value = this.sketch.pressed;
    
    // does not pass time to positionVariable
    this.positionVariable.material.uniforms.uTime.value = time;
    this.positionVariable.material.uniforms.uScale.value = (time * 0.3 + 0.0001) % 15.0;
  }
}

/**
 * GPGPU
 * This code from https://github.com/mrdoob/three.js/blob/342946c8392639028da439b6dc0597e58209c696/examples/js/misc/GPUComputationRenderer.js
 */
class GPUComputationRenderer {

  constructor( sizeX, sizeY, renderer ) {

    this.variables = [];
    this.currentTextureIndex = 0;
    let dataType = THREE.FloatType;
    const scene = new THREE.Scene();
    const camera = new THREE.Camera();
    camera.position.z = 1;
    const passThruUniforms = {
      passThruTexture: {
        value: null
      }
    };
    const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
    const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), passThruShader );
    scene.add( mesh );

    this.setDataType = function ( type ) {

      dataType = type;
      return this;

    };

    this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {

      const material = this.createShaderMaterial( computeFragmentShader );
      const variable = {
        name: variableName,
        initialValueTexture: initialValueTexture,
        material: material,
        dependencies: null,
        renderTargets: [],
        wrapS: null,
        wrapT: null,
        minFilter: THREE.NearestFilter,
        magFilter: THREE.NearestFilter
      };
      this.variables.push( variable );
      return variable;

    };

    this.setVariableDependencies = function ( variable, dependencies ) {

      variable.dependencies = dependencies;

    };

    this.init = function () {

      if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) {

        return 'No OES_texture_float support for float textures.';

      }

      if ( renderer.capabilities.maxVertexTextures === 0 ) {

        return 'No support for vertex shader textures.';

      }

      for ( let i = 0; i < this.variables.length; i ++ ) {

        const variable = this.variables[ i ]; // Creates rendertargets and initialize them with input texture

        variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
        variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
        this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
        this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] ); // Adds dependencies uniforms to the THREE.ShaderMaterial

        const material = variable.material;
        const uniforms = material.uniforms;

        if ( variable.dependencies !== null ) {

          for ( let d = 0; d < variable.dependencies.length; d ++ ) {

            const depVar = variable.dependencies[ d ];

            if ( depVar.name !== variable.name ) {

              // Checks if variable exists
              let found = false;

              for ( let j = 0; j < this.variables.length; j ++ ) {

                if ( depVar.name === this.variables[ j ].name ) {

                  found = true;
                  break;

                }

              }

              if ( ! found ) {

                return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;

              }

            }

            uniforms[ depVar.name ] = {
              value: null
            };
            material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;

          }

        }

      }

      this.currentTextureIndex = 0;
      return null;

    };

    this.compute = function () {

      const currentTextureIndex = this.currentTextureIndex;
      const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;

      for ( let i = 0, il = this.variables.length; i < il; i ++ ) {

        const variable = this.variables[ i ]; // Sets texture dependencies uniforms

        if ( variable.dependencies !== null ) {

          const uniforms = variable.material.uniforms;

          for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {

            const depVar = variable.dependencies[ d ];
            uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;

          }

        } // Performs the computation for this variable


        this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );

      }

      this.currentTextureIndex = nextTextureIndex;

    };

    this.getCurrentRenderTarget = function ( variable ) {

      return variable.renderTargets[ this.currentTextureIndex ];

    };

    this.getAlternateRenderTarget = function ( variable ) {

      return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];

    };

    function addResolutionDefine( materialShader ) {

      materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';

    }

    this.addResolutionDefine = addResolutionDefine; // The following functions can be used to compute things manually

    function createShaderMaterial( computeFragmentShader, uniforms ) {

      uniforms = uniforms || {};
      const material = new THREE.ShaderMaterial( {
        uniforms: uniforms,
        vertexShader: getPassThroughVertexShader(),
        fragmentShader: computeFragmentShader
      } );
      addResolutionDefine( material );
      return material;

    }

    this.createShaderMaterial = createShaderMaterial;

    this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {

      sizeXTexture = sizeXTexture || sizeX;
      sizeYTexture = sizeYTexture || sizeY;
      wrapS = wrapS || THREE.ClampToEdgeWrapping;
      wrapT = wrapT || THREE.ClampToEdgeWrapping;
      minFilter = minFilter || THREE.NearestFilter;
      magFilter = magFilter || THREE.NearestFilter;
      const renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, {
        wrapS: wrapS,
        wrapT: wrapT,
        minFilter: minFilter,
        magFilter: magFilter,
        format: THREE.RGBAFormat,
        type: dataType,
        depthBuffer: false
      } );
      return renderTarget;

    };

    this.createTexture = function () {

      const data = new Float32Array( sizeX * sizeY * 4 );
      return new THREE.DataTexture( data, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );

    };

    this.renderTexture = function ( input, output ) {

      // Takes a texture, and render out in rendertarget
      // input = Texture
      // output = RenderTarget
      passThruUniforms.passThruTexture.value = input;
      this.doRenderTarget( passThruShader, output );
      passThruUniforms.passThruTexture.value = null;

    };

    this.doRenderTarget = function ( material, output ) {

      const currentRenderTarget = renderer.getRenderTarget();
      mesh.material = material;
      renderer.setRenderTarget( output );
      renderer.render( scene, camera );
      mesh.material = passThruShader;
      renderer.setRenderTarget( currentRenderTarget );

    }; // Shaders


    function getPassThroughVertexShader() {

      return 'void main()	{\n' + '\n' + '	gl_Position = vec4( position, 1.0 );\n' + '\n' + '}\n';

    }

    function getPassThroughFragmentShader() {

      return 'uniform sampler2D passThruTexture;\n' + '\n' + 'void main() {\n' + '\n' + '	vec2 uv = gl_FragCoord.xy / resolution.xy;\n' + '\n' + '	gl_FragColor = texture2D( passThruTexture, uv );\n' + '\n' + '}\n';

    }

  }

}

(() => {
  window.addEventListener('load', () => {
    console.clear();

    const loading = document.getElementById('loading');
    loading.classList.add('loaded');

    new Sketch();
  });
})();
              
            
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