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HTML

              
                doctype html
head
title Perlin noise | Fireball explosion
meta(charset='utf-8')
.container-fluid.fixed-top.header.disable-selection
  .row
    .col
      h1
        strong Perlin Noise
      //p.small(href='#',role='button')
        strong 708.588 POINTS
#container
script#vertexShader(type='x-shader/x-vertex').
  //
  // GLSL textureless classic 3D noise "cnoise",
  // with an RSL-style periodic variant "pnoise".
  // Author:  Stefan Gustavson (stefan.gustavson@liu.se)
  // 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 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 1.5 * n_xyz;
  }
  
  // Turbulence By Jaume Sanchez => https://codepen.io/spite/
  
  varying vec2 vUv;
  varying float noise;
  varying float qnoise;
  varying float displacement;
  
  uniform float time;
  uniform float pointscale;
  uniform float decay;
  uniform float complex;
  uniform float waves;
  uniform float eqcolor;
  uniform bool fragment;

  float turbulence( vec3 p) {
    float t = - 0.1;
    for (float f = 1.0 ; f <= 3.0 ; f++ ){
      float power = pow( 2.0, f );
      t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
    }
    return t;
  }

  void main() {

    vUv = uv;

    noise = (1.0 *  - waves) * turbulence( decay * abs(normal + time));
    qnoise = (2.0 *  - eqcolor) * turbulence( decay * abs(normal + time));
    float b = pnoise( complex * (position) + vec3( 1.0 * time ), vec3( 100.0 ) );
    
    if (fragment == true) {
      displacement = - sin(noise) + normalize(b * 0.5);
    } else {
      displacement = - sin(noise) + cos(b * 0.5);
    }

    vec3 newPosition = (position) + (normal * displacement);
    gl_Position = (projectionMatrix * modelViewMatrix) * vec4( newPosition, 1.0 );
    gl_PointSize = (pointscale);
    //gl_ClipDistance[0];

  }


script#fragmentShader(type='x-shader/x-vertex').
  varying float qnoise;
  
  uniform float time;
  uniform bool redhell;

  void main() {
    float r, g, b;

    
    if (!redhell == true) {
      r = cos(qnoise + 0.5);
      g = cos(qnoise - 0.5);
      b = 0.0;
    } else {
      r = cos(qnoise + 0.5);
      g = cos(qnoise - 0.5);
      b = abs(qnoise);
    }
    gl_FragColor = vec4(r, g, b, 1.0);
  }
              
            
!

CSS

              
                body {
  color: white;
  margin: 0;
  text-align: center;
  background-color: black;
}
canvas {
  display: block;
  width: 100%;
  height: 100%;
}
p {
  /*font-size: 15px;*/
}
.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;
}
              
            
!

JS

              
                // Three JS

window.addEventListener('load', init, false);

function init() {
  createWorld();
  createPrimitive();
  createGUI();
  //---
  animation();
}

var Theme = {_darkred: 0x000000}

//--------------------------------------------------------------------

var scene, camera, renderer, container;
var start = Date.now();
var _width, _height;
function createWorld() {
  _width = window.innerWidth;
  _height= window.innerHeight;
  //---
  scene = new THREE.Scene();
  //scene.fog = new THREE.Fog(Theme._darkred, 8, 20);
  scene.background = new THREE.Color(Theme._darkred);
  //---
  camera = new THREE.PerspectiveCamera(55, _width/_height, 1, 1000);
  camera.position.z = 12;
  //---
  renderer = new THREE.WebGLRenderer({antialias:true, alpha:false});
  renderer.setSize(_width, _height);
  //---
  container = document.getElementById("container");
  container.appendChild(renderer.domElement);
  //---
  window.addEventListener('resize', onWindowResize, false);
}

function onWindowResize() {
  _width = window.innerWidth;
  _height = window.innerHeight;
  renderer.setSize(_width, _height);
  camera.aspect = _width / _height;
  camera.updateProjectionMatrix();
  console.log('- resize -');
}

//--------------------------------------------------------------------

var mat;
var primitiveElement = function() {
  this.mesh = new THREE.Object3D();
  mat = new THREE.ShaderMaterial( {
    wireframe: false,
    //fog: true,
    uniforms: {
      time: {
        type: "f",
        value: 0.0
      },
      pointscale: {
        type: "f",
        value: 0.0
      },
      decay: {
        type: "f",
        value: 0.0
      },
      complex: {
        type: "f",
        value: 0.0
      },
      waves: {
        type: "f",
        value: 0.0
      },
      eqcolor: {
        type: "f",
        value: 0.0
      },
      fragment: {
        type: "i",
        value: true
      },
      redhell: {
        type: "i",
        value: true
      }
    },
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  });
  var geo = new THREE.IcosahedronBufferGeometry(3, 7);
  var mesh = new THREE.Points(geo, mat);
  
  //---
  this.mesh.add(mesh);
}

var _primitive;
function createPrimitive() {
  _primitive = new primitiveElement();
  scene.add(_primitive.mesh);
}

//--------------------------------------------------------------------

var options = {
  perlin: {
    vel: 0.002,
    speed: 0.00050,
    perlins: 1.0,
    decay: 0.10,
    complex: 0.30,
    waves: 20.0,
    eqcolor: 11.0,
    fragment: true,
    redhell: true
  },
  spin: {
    sinVel: 0.0,
    ampVel: 80.0,
  }
}

function createGUI() {
  var gui = new dat.GUI();
  var camGUI = gui.addFolder('Camera');
  //cam.add(, 'speed', 0.0, 30.00).listen();
  camGUI.add(camera.position, 'z', 3, 20).name('Zoom').listen();
  camGUI.add(options.perlin, 'vel', 0.000, 0.02).name('Velocity').listen();
  //camGUI.open();
  
  var mathGUI = gui.addFolder('Math Options');
  mathGUI.add(options.spin, 'sinVel', 0.0, 0.50).name('Sine').listen();
  mathGUI.add(options.spin, 'ampVel', 0.0, 90.00).name('Amplitude').listen();
  //mathGUI.open();
  
  var perlinGUI = gui.addFolder('Setup Perlin Noise');
  perlinGUI.add(options.perlin, 'perlins', 1.0, 5.0).name('Size').step(1);
  perlinGUI.add(options.perlin, 'speed', 0.00000, 0.00050).name('Speed').listen();
  perlinGUI.add(options.perlin, 'decay', 0.0, 1.00).name('Decay').listen();
  perlinGUI.add(options.perlin, 'waves', 0.0, 20.00).name('Waves').listen();
  perlinGUI.add(options.perlin, 'fragment', true).name('Fragment');
  perlinGUI.add(options.perlin, 'complex', 0.1, 1.00).name('Complex').listen();
  perlinGUI.add(options.perlin, 'redhell', true).name('Electroflow');
  perlinGUI.add(options.perlin, 'eqcolor', 0.0, 15.0).name('Hue').listen();
  perlinGUI.open();
}

//--------------------------------------------------------------------

function animation() {
  requestAnimationFrame(animation);
  var performance = Date.now() * 0.003;
  
  _primitive.mesh.rotation.y += options.perlin.vel;
  _primitive.mesh.rotation.x = (Math.sin(performance * options.spin.sinVel) * options.spin.ampVel )* Math.PI / 180;
  //---
  mat.uniforms['time'].value = options.perlin.speed * (Date.now() - start);
  mat.uniforms['pointscale'].value = options.perlin.perlins;
  mat.uniforms['decay'].value = options.perlin.decay;
  mat.uniforms['complex'].value = options.perlin.complex;
  mat.uniforms['waves'].value = options.perlin.waves;
  mat.uniforms['eqcolor'].value = options.perlin.eqcolor;
  mat.uniforms['fragment'].value = options.perlin.fragment;
  mat.uniforms['redhell'].value = options.perlin.redhell;
  //---
  camera.lookAt(scene.position);
  renderer.render(scene, camera);
}
              
            
!
999px

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