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.container.fixed-top.header.disable-selection
.row
.col
h1
strong Shader Moon
p(role='button', onclick='randomMoon()') Generate Random Moon
//----------------
// Original Code Experiment by Jaume Sanchez Elias
// https://www.clicktorelease.com/blog/experiments-with-perlin-noise/
//----------------
script#vertexShader(type='x-shader/x-vertex').
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
script#ortho-vs(type='x-shader/x-vertex').
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 0.5 );
}
script#noiseVertexShader(type='x-shader/x-vertex').
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 1.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.0 * n_xyz;
}
varying vec3 vNormal;
uniform float time;
uniform float weight;
uniform float morph;
uniform float psize;
void main() {
float f = morph * pnoise( normal + time, vec3( 10.0 ) );
vNormal = normalize(normal);
vec4 pos = vec4( position + f * normal, 1.0 );
gl_Position = projectionMatrix * modelViewMatrix * pos;
gl_PointSize = psize;
}
script#fs_ZoomBlur(type='x-shader/x-vertex').
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform vec2 resolution;
uniform float strength;
float random(vec3 scale,float seed){return fract(sin(dot(gl_FragCoord.xyz+seed,scale))*43758.5453+seed);}
void main() {
vec2 center = .5 * resolution;
vec4 color = vec4(0.0);
float total = 0.0;
vec2 toCenter=center-vUv*resolution;
float offset=random(vec3(12.9898,78.233,151.7182),0.0);
for(float t=0.0;t<=50.0;t++){
float percent=(t+offset)/40.0;
float weight = 100.0*(percent-percent*percent);
vec4 sample=texture2D(tDiffuse,vUv+toCenter*percent*strength/resolution);
sample.rgb*=sample.a;
color+=sample*weight;
total+=weight;
}
gl_FragColor = color/total;
gl_FragColor.rgb /= gl_FragColor.a;
//gl_FragDepth = color;
}
script#fragmentShader(type='x-shader/x-vertex').
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-10-11
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 10.0 * n_xyz;
}
varying vec3 vNormal;
uniform sampler2D tShine;
uniform float time;
uniform float RGBr;
uniform float RGBg;
uniform float RGBb;
uniform float RGBn;
uniform float RGBm;
uniform float dnoise;
float PI = 3.14159265358979323846264;
void main() {
float r = ( pnoise( RGBr * ( vNormal + time ), vec3( 10.0 ) ) );
float g = ( pnoise( RGBg * ( vNormal + time ), vec3( 10.0 ) ) );
float b = ( pnoise( RGBb * ( vNormal + time ), vec3( 10.0 ) ) );
float n = pnoise( -1.0 * ( vNormal + time ), vec3( 10.0 ) );
//n = pow( 1.0, n );
n = 50.0 * pnoise( (RGBn) * ( vNormal ), vec3( 10.0 ) ) * pnoise( RGBm * ( vNormal + time ), vec3( 10.0 ) );
n -= 0.10 * pnoise( dnoise * vNormal, vec3( 10.0 ) );
vec3 color = vec3( r + n, g + n, b + n );
gl_FragColor = vec4( color, 1.0 );
}
script#fs_Composite(type='x-shader/x-vertex').
varying vec2 vUv;
uniform sampler2D tBase;
uniform sampler2D tGlow;
void main() {
//Screen: X = 1- ((255-U)*(255-L))/255
//vec4 color = 1.0 - ( ( 1.0 - texture2D( tGlow, vec2( vUv.x, vUv.y ) ) ) * ( 1.0 - texture2D( tBase, vUv ) ) );
//vec4 color = mix( texture2D( tBase, vUv ), texture2D( tGlow, vec2( vUv.x, 1.0 - vUv.y ) ), .5 );
//vec4 color = texture2D( tBase, vUv ) + texture2D( tGlow, vUv ) * texture2D( tGlow, vUv );
vec4 color = texture2D( tGlow, vUv );
gl_FragColor = vec4( color.rgb, 1.0 );
}
body {
color: rgba(240,240,240, 0.8);
margin: 0;
text-align: center;
background-color: black;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
p {
color: rgba(240,240,240, 0.8)
}
.header {
top: 45%;
}
.footer {
bottom:3%;
}
.description {
color: gray;
padding-top: 50px;
}
a, a:hover, a:visited {
color: white;
text-decoration: none;
}
.disable-selection {
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer */
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
-webkit-user-select: none; /* Chrome, Safari, and Opera */
-webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
content: ' Three JS';
font-size: 12px;
position:absolute;
top: 3px;
padding-left: 5px;
font-weight: 400;
}
h2::after {
content: '2';
font-size: 12px;
position:absolute;
top: 14px;
padding-left: 5px;
}
// Three JS
window.addEventListener('load', init, false);
function init() {
console.log('Init Functions');
createWorld();
createLights();
createGrid();
createGUI();
createSkin();
createLife();
}
var Theme = {
_gray:0x222222,
_dark:0x000000, // Background
_cont:0x444444, // Lines
_blue:0x000FFF,
_red:0xF00000, //
_cyan:0x00FFFF, // Material
_white:0xF00589 // Lights
}
var scene, camera, renderer, container;
var _width, _height;
var _ambientLights, _lights, _rectAreaLight;
var _skin;
var mat;
var geo;
var groupMoon = new THREE.Object3D();
//--------------------------------------------------------------------
function createWorld() {
_width = window.innerWidth;
_height= window.innerHeight;
//---
scene = new THREE.Scene();
scene.fog = new THREE.Fog(Theme._dark, 150, 320);
scene.background = new THREE.Color(Theme._dark);
scene.add(groupMoon);
//---
camera = new THREE.PerspectiveCamera(20, _width/_height, 1, 1000);
camera.position.set(0,10,120);
//---
renderer = new THREE.WebGLRenderer({antialias:true, alpha:false});
renderer.setSize(_width, _height);
renderer.shadowMap.enabled = true;
//---
document.body.appendChild(renderer.domElement);
//---
window.addEventListener('resize', onWindowResize, false);
console.log('Create world');
}
function onWindowResize() {
_width = window.innerWidth;
_height = window.innerHeight;
renderer.setSize(_width, _height);
camera.aspect = _width / _height;
camera.updateProjectionMatrix();
}
//--------------------------------------------------------------------
function createLights() {
_ambientLights = new THREE.HemisphereLight(Theme._cont, Theme._white, 1);
_backlight = new THREE.PointLight(Theme._white, 1);
_backlight.position.set(-5,-20,-20);
//---
_rectAreaLight = new THREE.RectAreaLight(Theme._white, 20, 3, 3);
_rectAreaLight.position.set(0, 0, 2);
//---
_rectAreaLightHelper = new THREE.RectAreaLightHelper(_rectAreaLight);
//---
_frontlight = new THREE.PointLight(Theme._white, 2);
_frontlight.position.set(20,10,0);
//---
scene.add(_backlight);
scene.add(_ambientLights);
scene.add(_rectAreaLight);
scene.add(_frontlight);
//scene.add(_rectAreaLightHelper);
console.log('Create Lights');
}
var uniforms = {
time: {
type: "f",
value: 0.0
},
RGBr: {
type: "f",
value: 0.0
},
RGBg: {
type: "f",
value: 0.0
},
RGBb: {
type: "f",
value: 0.0
},
RGBn: {
type: "f",
value: 0.0
},
RGBm: {
type: "f",
value: 0.0
},
morph: {
type: 'f',
value: 0.0
},
dnoise: {
type: 'f',
value: 0.0
},
psize: {
type: 'f',
value: 3.0
}
}
var options = {
perlin: {
time: 5.0,
morph: 0.0,
dnoise: 2.5
},
chroma: {
RGBr: 4.5,
RGBg: 0.0,
RGBb: 3.0,
RGBn: 0.3,
RGBm: 1.0
},
camera: {
zoom: 150,
speedY: 0.6,
speedX: 0.0,
guide: false
},
sphere: {
wireframe: false,
points: false,
psize: 3
}
}
function randomMoon() {
console.log('Hola moon');
//TweenMax.to(options.perlin, 1, {morph: Math.random() * 20});
//TweenMax.to(options.perlin, 2, {time: 1 + Math.random() * 4});
//TweenMax.to(options.perlin, 1, {dnoise: Math.random() * 100});
TweenMax.to(options.chroma, 1, {RGBr: Math.random() * 10});
TweenMax.to(options.chroma, 1, {RGBg: Math.random() * 10});
TweenMax.to(options.chroma, 1, {RGBb: Math.random() * 10});
TweenMax.to(options.chroma, 1, {RGBn: Math.random() * 2});
TweenMax.to(options.chroma, 1, {RGBm: Math.random() * 5});
/*options.perlin.time = 1;
options.perlin.dnoise = 0;
options.perlin.morph = 0;
options.chroma.RGBr = Math.random() * 10;
options.chroma.RGBg = Math.random() * 10;
options.chroma.RGBb = Math.random() * 10;
options.chroma.RGBn = Math.random() * 2;
options.chroma.RGBm = Math.random() * 5;*/
}
function createGUI() {
var gui = new dat.GUI();
var camGUI = gui.addFolder('Camera');
camGUI.add(options.camera, 'zoom', 50, 250).name('Zoom').listen();
camGUI.add(options.camera, 'speedY', -1, 1).name('Speed Y').listen();
camGUI.add(options.camera, 'speedX', 0, 1).name('Speed X').listen();
camGUI.add(options.camera, 'guide', false).name('Guide').listen();
//camGUI.open();
//---
var timeGUI = gui.addFolder('Setup');
timeGUI.add(options.perlin, 'time', 0.0, 10.0).name('Speed').listen();
timeGUI.add(options.perlin, 'morph', 0.0, 20.0).name('Morph').listen();
timeGUI.add(options.perlin, 'dnoise', 0.0, 100.0).name('DNoise').listen();
timeGUI.open();
//---
var rgbGUI = gui.addFolder('RGB');
rgbGUI.add(options.chroma, 'RGBr', 0.0, 10.0).name('Red').listen();
rgbGUI.add(options.chroma, 'RGBg', 0.0, 10.0).name('Green').listen();
rgbGUI.add(options.chroma, 'RGBb', 0.0, 10.0).name('Blue').listen();
rgbGUI.add(options.chroma, 'RGBn', 0.0, 3.0).name('Black').listen();
rgbGUI.add(options.chroma, 'RGBm', 0.0, 1.0).name('Chroma').listen();
rgbGUI.open();
//---
var wirGUI = gui.addFolder('Sphere');
wirGUI.add(options.sphere, 'wireframe', true).name('Wireframe').listen();
wirGUI.add(options.sphere, 'points', true).name('Points').listen();
wirGUI.add(options.sphere, 'psize', 1.0, 10.0).name('Point Size').step(1);
//wirGUI.open();
console.log('Create GUI');
}
skinElement = function(geo_frag = 5) {
var geo_size = 20;
if (geo_frag>=5) geo_frag = 5;
//---
geo = new THREE.IcosahedronBufferGeometry(geo_size,geo_frag);
//---
mat = new THREE.ShaderMaterial({
uniforms: uniforms,
//attributes: attributes,
side:THREE.DoubleSide,
vertexShader: document.getElementById( 'noiseVertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
wireframe:options.sphere.wireframe
});
this.point = new THREE.Points(geo, mat);
//---
this.mesh = new THREE.Mesh(geo, mat);
this.mesh.geometry.verticesNeedUpdate = true;
this.mesh.geometry.morphTargetsNeedUpdate = true;
this.mesh.reseivedShadow = true;
this.mesh.castShadow = true;
//---
groupMoon.add(this.point);
groupMoon.add(this.mesh);
//---
}
//---
function createSkin() {
_skin = new skinElement();
_skin.mesh.scale.set(1,1,1);
scene.add(_skin.mesh);
}
var gridHelper;
function createGrid(_gridY = -20) {
gridHelper = new THREE.GridHelper(200, 20, Theme._cont, Theme._gray);
gridHelper.position.y = _gridY;
scene.add(gridHelper);
}
//--------------------------------------------------------------------
var frame = Date.now();
//---
function createLife() {
var time = Date.now();
//---
uniforms.time.value = (options.perlin.time / 10000) * (time - frame);
uniforms.morph.value = (options.perlin.morph);
uniforms.dnoise.value = (options.perlin.dnoise);
//---
TweenMax.to(camera.position, 2, {z:300-options.camera.zoom});
//---
_skin.mesh.rotation.y += options.camera.speedY/100;
_skin.mesh.rotation.z += options.camera.speedX/100;
//---
_skin.point.rotation.y = _skin.mesh.rotation.y;
_skin.point.rotation.z = _skin.mesh.rotation.z;
gridHelper.rotation.y = _skin.mesh.rotation.y;
//---
mat.uniforms['RGBr'].value = options.chroma.RGBr/10;
mat.uniforms['RGBg'].value = options.chroma.RGBg/10;
mat.uniforms['RGBb'].value = options.chroma.RGBb/10;
mat.uniforms['RGBn'].value = options.chroma.RGBn/100;
mat.uniforms['RGBm'].value = options.chroma.RGBm;
mat.uniforms['psize'].value = options.sphere.psize;
//---
gridHelper.visible = options.camera.guide;
//---
_skin.mesh.visible = !options.sphere.points;
_skin.point.visible = options.sphere.points;
//---
mat.wireframe = options.sphere.wireframe;
//---
camera.lookAt(scene.position);
//---
requestAnimationFrame(createLife);
renderer.render(scene, camera);
}
Also see: Tab Triggers