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HTML

              
                <script id="fragShader" type="shader-code">
		uniform vec2 res;//The width and height of our screen
		uniform sampler2D bufferTexture;//Our input texture
		uniform vec3 smokeSource;//The x,y are the posiiton. The z is the power/density
		uniform float time;
		void main() {
	        vec2 pixel = gl_FragCoord.xy / res.xy;
	        //Get the distance of the current pixel from the smoke source
	        float dist = distance(smokeSource.xy,gl_FragCoord.xy);
	        //Get the color of the current pixel
	        gl_FragColor = texture2D( bufferTexture, pixel );

	        //Generate smoke when mouse is pressed
			gl_FragColor.rgb += smokeSource.z * max(15.0-dist,0.0);

			//Generate fixed smoke (this is the little point moving around in the center)
			vec2 smokePoint = vec2(res.x/2.0+100.0*sin(time),res.y/2.0+cos(time*3.5)*20.0);
			dist = distance(smokePoint,gl_FragCoord.xy);
			gl_FragColor.rgb += 0.01 * max(15.0-dist,0.0);

	        //Smoke diffuse
	        float xPixel = 1.0/res.x;//The size of a single pixel
	        float yPixel = 1.0/res.y;
	        vec4 rightColor = texture2D(bufferTexture,vec2(pixel.x+xPixel,pixel.y));
	        vec4 leftColor = texture2D(bufferTexture,vec2(pixel.x-xPixel,pixel.y));
	        vec4 upColor = texture2D(bufferTexture,vec2(pixel.x,pixel.y+yPixel));
	        vec4 downColor = texture2D(bufferTexture,vec2(pixel.x,pixel.y-yPixel));
	        //Handle the bottom boundary
		 	if(pixel.y <= yPixel){
		 		downColor.rgb = vec3(0.0);
		 	}
	        //Diffuse equation
	        float factor = 8.0 * 0.016 * (leftColor.r + rightColor.r + downColor.r * 3.0 + upColor.r - 6.0 * gl_FragColor.r);
		 
	        //Account for low precision of texels
	        float minimum = 0.003;
			if(factor >= -minimum && factor < 0.0) factor = -minimum;

			gl_FragColor.rgb += factor;
		 	
		 }
	</script>
              
            
!

CSS

              
                /* We want our scene to span the entire window */
		body { margin: 0; }
              
            
!

JS

              
                //@author Omar Shehata. 2015.
		//We are loading the Three.js library from the cdn here: https://cdnjs.com/libraries/three.js/
		var scene;
		var camera;
		var renderer;

		function scene_setup(){
			//This is the basic scene setup
			scene = new THREE.Scene();
			var width = window.innerWidth;
			var height = window.innerHeight;
			//Note that we're using an orthographic camera here rather than a prespective
			camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
			camera.position.z = 2;

			renderer = new THREE.WebGLRenderer();
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );
		}

		var bufferScene;
		var textureA;
		var textureB;
		var bufferMaterial;
		var plane;
		var bufferObject;
		var finalMaterial;
		var quad;

		function buffer_texture_setup(){
			//Create buffer scene
			bufferScene = new THREE.Scene();
			//Create 2 buffer textures
			textureA = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter});
			textureB = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter} );
			//Pass textureA to shader
			bufferMaterial = new THREE.ShaderMaterial( {
				uniforms: {
				 bufferTexture: { type: "t", value: textureA },
				 res : {type: 'v2',value:new THREE.Vector2(window.innerWidth,window.innerHeight)},//Keeps the resolution
				 smokeSource: {type:"v3",value:new THREE.Vector3(0,0,0)},
				 time: {type:"f",value:Math.random()*Math.PI*2+Math.PI}
				},
				fragmentShader: document.getElementById( 'fragShader' ).innerHTML
			} );
			plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
			bufferObject = new THREE.Mesh( plane, bufferMaterial );
			bufferScene.add(bufferObject);

			//Draw textureB to screen 
			finalMaterial =  new THREE.MeshBasicMaterial({map: textureB});
			quad = new THREE.Mesh( plane, finalMaterial );
			scene.add(quad);
		}

		//Initialize the Threejs scene
		scene_setup();

		//Setup the frame buffer/texture we're going to be rendering to instead of the screen
		buffer_texture_setup();

		

		//Send position of smoke source with value
		var mouseDown = false;
		function UpdateMousePosition(X,Y){
			var mouseX = X;
		  	var mouseY = window.innerHeight - Y;
		  	bufferMaterial.uniforms.smokeSource.value.x = mouseX;
		  	bufferMaterial.uniforms.smokeSource.value.y = mouseY;
		}
		document.onmousemove = function(event){
		  	UpdateMousePosition(event.clientX,event.clientY)
		}

		document.onmousedown = function(event){
			mouseDown = true;
			bufferMaterial.uniforms.smokeSource.value.z = 0.1;
		}
		document.onmouseup = function(event){
			mouseDown = false;
			bufferMaterial.uniforms.smokeSource.value.z = 0;
		}

		//Render everything!
		function render() {

		  requestAnimationFrame( render );

		  //Draw to textureB
		  renderer.render(bufferScene,camera,textureB,true);
			
		  //Swap textureA and B
		  var t = textureA;
		  textureA = textureB;
		  textureB = t;
		  quad.material.map = textureB;
		  bufferMaterial.uniforms.bufferTexture.value = textureA;

		  //Update time
		  bufferMaterial.uniforms.time.value += 0.01;

		  //Finally, draw to the screen
		  renderer.render( scene, camera );
		}
		render();
              
            
!
999px

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