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HTML

              
                <div id="canvas"></div>

<script>
  (function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//rawgit.com/mrdoob/stats.js/master/build/stats.min.js';document.head.appendChild(script);})()
</script>
<script id="vertexShader" type="x-shader/x-vertex">
  varying vec3 vNormal; void main() { vNormal = normalize( normalMatrix * normal ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
  varying vec3 vNormal; void main() { float intensity = pow( 0.7 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) ), 4.0 ); gl_FragColor = vec4( 0.0, 0.3, 1.0, 1.0 ) * intensity; }
</script>
              
            
!

CSS

              
                html {
  width: 100%;
  height: 100%;
  background: #000C1C;
  background: -moz-linear-gradient(top, #000C1C 0%, #15374F 50%, #000C1C 100%);
  background: -webkit-linear-gradient(top, #000C1C 0%, #15374F 50%, #000C1C 100%);
  background: linear-gradient(to bottom, #000C1C 0%, #15374F 50%, #000C1C 100%);
  filter: progid: DXImageTransform.Microsoft.gradient( startColorstr='#000C1C', endColorstr='#15374F', GradientType=0);
}
              
            
!

JS

              
                // begin @clindsey variables
var textureSize = 64; // must be 2's compliment
var segmentIterations = 2; // tesselates a faces into domains, increasing variation
var textureIterations = 2; // tesselates domains, increasing number of steps between colors
var geometryIterations = 2; // icosahedron face count, try to keep this as low as possible
var noiseFactor = 2.75; // smaller values are boring, bigger are happening
var geometryRadius = 7;
var simplex = new SimplexNoise(new alea(+(new Date()))); // 5625463739
var planetMesh = buildMesh(simplex, segmentIterations, textureIterations, geometryIterations, textureSize, geometryRadius, noiseFactor);
// end @clindsey variables

var renderer, scene, camera, composer, circle, particle;

window.onload = function() {
  init();
  animate();
}

function init() {
  renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
  });
  renderer.setPixelRatio((window.devicePixelRatio) ? window.devicePixelRatio : 1);
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.autoClear = false;
  renderer.setClearColor(0x000000, 0.0);
  document.getElementById('canvas').appendChild(renderer.domElement);

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 400;
  scene.add(camera);

  circle = new THREE.Object3D();
  particle = new THREE.Object3D();
  halo = new THREE.Object3D();

  scene.add(circle);
  scene.add(particle);
  scene.add(halo);

  var geometry = new THREE.TetrahedronGeometry(1, 1);
  var geom3 = new THREE.SphereGeometry(12, 32, 16);

  var material = new THREE.MeshPhongMaterial({
    color: 0x777777,
    shading: THREE.FlatShading
  });

 for (var i = 0; i < 500; i++) {
    var mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
    mesh.position.multiplyScalar( 200 + (Math.random() * 500));
    mesh.rotation.set(Math.random() * 2, Math.random() * 2, Math.random() * 2);
    particle.add(mesh);
  }

  var mat = new THREE.MeshPhongMaterial({
    color: 0xffffff,
    shading: THREE.FlatShading
  });

  var mat3 = new THREE.ShaderMaterial({
    uniforms: {},
    vertexShader: document.getElementById('vertexShader').textContent,
    fragmentShader: document.getElementById('fragmentShader').textContent,
    side: THREE.BackSide,
    blending: THREE.AdditiveBlending,
    transparent: true
  });

  var planet = planetMesh;
  planet.scale.x = planet.scale.y = planet.scale.z = 16;
  circle.add(planet);

  var ball = new THREE.Mesh(geom3, mat3);
  ball.scale.x = ball.scale.y = ball.scale.z = 16;
  halo.add(ball);

  var ambientLight = new THREE.AmbientLight(0x999999);
  scene.add(ambientLight);

  var lights = [];
  lights[0] = new THREE.DirectionalLight(0xffffff, 1);
  lights[0].position.set(1, 0, 0);
  lights[1] = new THREE.DirectionalLight(0x15374F, 1);
  lights[1].position.set(0.75, 1, 0.5);
  lights[2] = new THREE.DirectionalLight(0x000C1C, 1);
  lights[2].position.set(-0.75, -1, 0.5);
  scene.add(lights[0]);
  scene.add(lights[1]);
  scene.add(lights[2]);

  window.addEventListener('resize', onWindowResize, false);

};

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
  requestAnimationFrame(animate);
  
  particle.rotation.x += 0.0000;
  particle.rotation.y -= 0.0040;
  circle.rotation.x -= 0.0020;
  circle.rotation.y -= 0.0030;

  renderer.clear();

  renderer.render(scene, camera)
};

// begin @clindsey code
function buildMesh(simplex, segmentIterations, textureIterations, geometryIterations, textureSize, radius, factor) {
  var geometry = new THREE.IcosahedronGeometry(radius, geometryIterations);
  var materials = [];
  var pointsUp = GeoGenTextures.buildPoints(3, Math.PI * 1.5);
  var vec0 = pointsUp[0].map(function(i) {
    return 0.5 - i / 2;
  });
  var vec1 = pointsUp[1].map(function(i) {
    return 0.5 - i / 2;
  });
  var vec2 = pointsUp[2].map(function(i) {
    return 0.5 - i / 2;
  });
  geometry.faceVertexUvs[0] = geometry.faces.map(function(face, index) {
    geometry.faces[index].materialIndex = index;
    var a = geometry.faces[index].a;
    var b = geometry.faces[index].b;
    var c = geometry.faces[index].c;
    var material = createMaterial(textureIterations, segmentIterations, a, b, c, geometry.vertices, radius * 2, simplex, textureSize, factor);
    materials.push(material);
    return [
      new THREE.Vector2(vec0[0], vec0[1]),
      new THREE.Vector2(vec1[0], vec1[1]),
      new THREE.Vector2(vec2[0], vec2[1])
    ];
  });
  geometry.computeFaceNormals();
  geometry.dynamic = true;
  geometry.uvsNeedUpdate = true;
  return new THREE.Mesh(geometry, new THREE.MultiMaterial(materials));
}

function colorPicker(vertices, order, colorLookup, radius, simplex, f) {
  return function(factors) {
    var xyz = factors.map(function(factor, i) {
      return ([
        factor * vertices[order[i]].x,
        factor * vertices[order[i]].y,
        factor * vertices[order[i]].z
      ]);
    }).reduce(function(pXYZ, cXYZ) {
      return [
        pXYZ[0] + cXYZ[0],
        pXYZ[1] + cXYZ[1],
        pXYZ[2] + cXYZ[2]
      ];
    }, [0, 0, 0]);
    var fX = Math.round((xyz[0] / radius) * 1000000) / 1000000;
    var fY = Math.round((xyz[1] / radius) * 1000000) / 1000000;
    var fZ = Math.round((xyz[2] / radius) * 1000000) / 1000000;
    return colorLookup((simplex.noise3D(fX * f, fY * f, fZ * f) + 1) / 2);
  }
}

function createMaterial(textureIterations, segmentIterations, a, b, c, vertices, radius, simplex, textureSize, factor) { // refactor, use better variable names than `a, b, c`
  var order = [b, a, c]; // refactor, bad variable name
  var mapColorPicker = colorPicker(vertices, order, mapColorLookup, radius, simplex, factor);
  var specularColorPicker = colorPicker(vertices, order, specularColorLookup, radius, simplex, factor);
  var bumpColorPicker = colorPicker(vertices, order, bumpColorLookup, radius, simplex, factor);
  var material = new THREE.MeshPhongMaterial({
    map: new THREE.Texture(GeoGenTextures.createNestedTile(textureSize, textureSize, segmentIterations, textureIterations, mapColorPicker, true)),
    specularMap: new THREE.Texture(GeoGenTextures.createNestedTile(textureSize, textureSize, segmentIterations, textureIterations, specularColorPicker, true)),
    specular: new THREE.Color(0x222222),
    side: THREE.DoubleSide,
    bumpMap: new THREE.Texture(GeoGenTextures.createNestedTile(textureSize, textureSize, segmentIterations, textureIterations, bumpColorPicker, true)),
    bumpScale: 2,
    wireframe: false
  });
  material.map.needsUpdate = true;
  material.bumpMap.needsUpdate = true;
  material.specularMap.needsUpdate = true;
  return material;
}

function textureTemplateColorPicker(height) {
  if (height < 0.3) {
    return '000000';
  }
  if (height < 0.42) {
    return '333333';
  }
  if (height < 0.55) {
    return '666666';
  }
  if (height < 0.7) {
    return '999999';
  }
  return 'cccccc';
}

function mapColorLookup(height) {
  if (height < 0.3) {
    return '2988ae';
  }
  if (height < 0.42) {
    return '309ec0';
  }
  if (height < 0.55) {
    return 'c2b26f';
  }
  if (height < 0.7) {
    return '009e00';
  }
  return '008800';
}

function bumpColorLookup(height) {
  if (height < 0.42) {
    return '333333';
  }
  if (height < 0.55) {
    return '666666';
  }
  if (height < 0.7) {
    return 'cccccc';
  }
  return 'ffffff';
}

function specularColorLookup(height) {
  if (height < 0.42) {
    return 'ffffff';
  }
  return '000000';
}
              
            
!
999px

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