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HTML

              
                
              
            
!

CSS

              
                html,
body
  margin: 0
  padding: 0
canvas
  display: block
              
            
!

JS

              
                const WHITE = {
  mainColor: 0xc08937,
  mainEmissive: 0,
  secondaryColor: 0x020403,
  secondaryEmissive: 0,
  detailColor: 0x0f0f11,
  detailEmissive: 0
}

class ParticleSystem {
  constructor () {
    this.time = 0.0
    let triangles = 1
    let instances = 7000
    let geometry = new THREE.InstancedBufferGeometry()

    let vertices = new THREE.BufferAttribute(new Float32Array(triangles * 3 * 3), 3)
    let unit = 0.5
    vertices.setXYZ(0, unit, -unit, 0)
    vertices.setXYZ(1, -unit, unit, 0)
    vertices.setXYZ(2, 0, 0, unit)
    geometry.addAttribute('position', vertices)

    let offsets = new THREE.InstancedBufferAttribute(new Float32Array(instances * 3), 3, 1)
    let dist = 180
    for (let i = 0, ul = offsets.count; i < ul; i++) {
      offsets.setXYZ(i, (Math.random() - 0.5) * dist, (Math.random() - 0.5) * dist, (Math.random() - 0.5) * dist)
    }
    geometry.addAttribute('offset', offsets)

    let colors = new THREE.InstancedBufferAttribute(new Float32Array(instances * 4), 4, 1)

    let threeColor = new THREE.Color()
    for (let i = 0, ul = colors.count; i < ul; i++) {
      let c = threeColor.setHex(WHITE.mainColor)
      colors.setXYZW(i, c.r, c.g, c.b, 1)
    }
    geometry.addAttribute('color', colors)

    let timeOffsets = new THREE.InstancedBufferAttribute(new Float32Array(instances * 1), 1, 1)

    for (let i = 0, ul = timeOffsets.count; i < ul; i++) {
      timeOffsets.setX(i, Math.random())
    }
    geometry.addAttribute('timeOffset', timeOffsets)

    let vector = new THREE.Vector4()
    let orientationsStart = new THREE.InstancedBufferAttribute(new Float32Array(instances * 4), 4, 1)
    for (let i = 0, ul = orientationsStart.count; i < ul; i++) {
      vector.set(Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1)
      vector.normalize()
      orientationsStart.setXYZW(i, vector.x, vector.y, vector.z, vector.w)
    }
    geometry.addAttribute('orientationStart', orientationsStart)

    let orientationsEnd = new THREE.InstancedBufferAttribute(new Float32Array(instances * 4), 4, 1)
    for (let i = 0, ul = orientationsEnd.count; i < ul; i++) {
      vector.set(Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1)
      vector.normalize()
      orientationsEnd.setXYZW(i, vector.x, vector.y, vector.z, vector.w)
    }
    geometry.addAttribute('orientationEnd', orientationsEnd)

    let material = new THREE.RawShaderMaterial({
      uniforms: {
        time: { value: 1.0 },
        sineTime: { value: 1.0 }
      },
      vertexShader: `
        precision highp float;
        uniform float time;
        uniform mat4 modelViewMatrix;
        uniform mat4 projectionMatrix;
        attribute vec3 position;
        attribute vec3 offset;
        attribute vec4 color;
        attribute vec4 orientationStart;
        attribute vec4 orientationEnd;
        attribute float timeOffset;
        varying vec4 vColor;
        varying float lifeProgress;

        void main(){

          vec3 vPosition = offset;

          lifeProgress = mod(time+timeOffset,1.0);

          vPosition = offset * lifeProgress + position;
          vec4 orientation = normalize(mix(orientationStart, orientationEnd, lifeProgress));
          vec3 vcV = cross(orientation.xyz, vPosition);
          //orientation.w *= time*5.0;
          vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
          vColor = color;
          gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
        }
        `,
      fragmentShader: `
      precision highp float;
      uniform float time;
      varying vec4 vColor;
      varying float lifeProgress;

      void main() {
        float depth = gl_FragCoord.z / gl_FragCoord.w / 5.0;
        float opacity = clamp(0.2, 1.0, depth);
        vec4 color = vColor;
        color.a = sin(lifeProgress*100.0)*opacity;
        gl_FragColor = color;
      }
      `,
      side: THREE.DoubleSide,
      transparent: true
    })

    let mesh = new THREE.Mesh(geometry, material)
    mesh.frustumCulled = false
    this.mesh = mesh
  }
  update (dt) {
    this.time += 0.0001
    this.mesh.material.uniforms.time.value = Math.sin(this.time)
  }
}

let HEIGHT = window.innerHeight
let WIDTH = window.innerWidth


const scene = new THREE.Scene()

scene.fog = new THREE.Fog(0x2e2e2e, 2, 10)


const aspectRatio = WIDTH / HEIGHT
const fieldOfView = 30
const nearPlane = 0.5
const farPlane = 10
const camera = new THREE.PerspectiveCamera(
  fieldOfView,
  aspectRatio,
  nearPlane,
  farPlane
)


const renderer = new THREE.WebGLRenderer({
  alpha: true,
  antialias: true
})

renderer.setPixelRatio(window.devicePixelRatio)
renderer.setClearColor(0x151515, 1)
renderer.setSize(WIDTH, HEIGHT)
document.documentElement.appendChild(renderer.domElement)

const ambientLight = new THREE.AmbientLight(0xffffff, 1.0)
scene.add(ambientLight)


const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;

function handleWindowResize () {

  HEIGHT = window.innerHeight
  WIDTH = window.innerWidth
  renderer.setSize(WIDTH, HEIGHT)
  camera.aspect = WIDTH / HEIGHT
  camera.updateProjectionMatrix()
}

const render = () => {
  var delta = clock.getDelta()
  var elapsed = clock.getElapsedTime()
  particles.update(delta)
  controls.update()
  renderer.render(scene, camera)
  window.requestAnimationFrame(render)
}


window.addEventListener('resize', handleWindowResize, false)


camera.position.y = 1.7
camera.position.z = 0.5
controls.target.set(0, camera.position.y, 0)


const particles = new ParticleSystem()
particles.mesh.position.y = 4
scene.add(particles.mesh)


const clock = new THREE.Clock()
render()
              
            
!
999px

Console