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HTML

              
                 <div id="container" class="container">
   <div id="output" class="container">
   </div>
</div>
              
            
!

CSS

              
                body {
  background: #111118;
  margin: 0;
}
.container {
  position: absolute;
  height: 100%;
  width: 100%;  
}
              
            
!

JS

              
                //============================================================
//
// Copyright (C) 2013 Matthew Wagerfield
//
// Twitter: https://twitter.com/mwagerfield
//
// Permission is hereby granted, free of charge, to any
// person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the
// Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice
// shall be included in all copies or substantial portions
// of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY
// OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
// LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
// EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
// OR OTHER DEALINGS IN THE SOFTWARE.
//
//============================================================

/**
 * Defines the Flat Surface Shader namespace for all the awesomeness to exist upon.
 * @author Matthew Wagerfield
 */
FSS = {
  FRONT  : 0,
  BACK   : 1,
  DOUBLE : 2,
  SVGNS  : 'http://www.w3.org/2000/svg'
};

/**
 * @class Array
 * @author Matthew Wagerfield
 */
FSS.Array = typeof Float32Array === 'function' ? Float32Array : Array;

/**
 * @class Utils
 * @author Matthew Wagerfield
 */
FSS.Utils = {
  isNumber: function(value) {
    return !isNaN(parseFloat(value)) && isFinite(value);
  }
};

/**
 * Request Animation Frame Polyfill.
 * @author Paul Irish
 * @see https://gist.github.com/paulirish/1579671
 */
(function() {

  var lastTime = 0;
  var vendors = ['ms', 'moz', 'webkit', 'o'];

  for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
    window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
    window.cancelAnimationFrame  = window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
  }

  if (!window.requestAnimationFrame) {
    window.requestAnimationFrame = function(callback, element) {
      var currentTime = new Date().getTime();
      var timeToCall = Math.max(0, 16 - (currentTime - lastTime));
      var id = window.setTimeout(function() {
        callback(currentTime + timeToCall);
      }, timeToCall);
      lastTime = currentTime + timeToCall;
      return id;
    };
  }

  if (!window.cancelAnimationFrame) {
    window.cancelAnimationFrame = function(id) {
      clearTimeout(id);
    };
  }

}());

/**
 * @object Math Augmentation
 * @author Matthew Wagerfield
 */
Math.PIM2 = Math.PI*2;
Math.PID2 = Math.PI/2;
Math.randomInRange = function(min, max) {
  return min + (max - min) * Math.random();
};
Math.clamp = function(value, min, max) {
  value = Math.max(value, min);
  value = Math.min(value, max);
  return value;
};

/**
 * @object Vector3
 * @author Matthew Wagerfield
 */
FSS.Vector3 = {
  create: function(x, y, z) {
    var vector = new FSS.Array(3);
    this.set(vector, x, y, z);
    return vector;
  },
  clone: function(a) {
    var vector = this.create();
    this.copy(vector, a);
    return vector;
  },
  set: function(target, x, y, z) {
    target[0] = x || 0;
    target[1] = y || 0;
    target[2] = z || 0;
    return this;
  },
  setX: function(target, x) {
    target[0] = x || 0;
    return this;
  },
  setY: function(target, y) {
    target[1] = y || 0;
    return this;
  },
  setZ: function(target, z) {
    target[2] = z || 0;
    return this;
  },
  copy: function(target, a) {
    target[0] = a[0];
    target[1] = a[1];
    target[2] = a[2];
    return this;
  },
  add: function(target, a) {
    target[0] += a[0];
    target[1] += a[1];
    target[2] += a[2];
    return this;
  },
  addVectors: function(target, a, b) {
    target[0] = a[0] + b[0];
    target[1] = a[1] + b[1];
    target[2] = a[2] + b[2];
    return this;
  },
  addScalar: function(target, s) {
    target[0] += s;
    target[1] += s;
    target[2] += s;
    return this;
  },
  subtract: function(target, a) {
    target[0] -= a[0];
    target[1] -= a[1];
    target[2] -= a[2];
    return this;
  },
  subtractVectors: function(target, a, b) {
    target[0] = a[0] - b[0];
    target[1] = a[1] - b[1];
    target[2] = a[2] - b[2];
    return this;
  },
  subtractScalar: function(target, s) {
    target[0] -= s;
    target[1] -= s;
    target[2] -= s;
    return this;
  },
  multiply: function(target, a) {
    target[0] *= a[0];
    target[1] *= a[1];
    target[2] *= a[2];
    return this;
  },
  multiplyVectors: function(target, a, b) {
    target[0] = a[0] * b[0];
    target[1] = a[1] * b[1];
    target[2] = a[2] * b[2];
    return this;
  },
  multiplyScalar: function(target, s) {
    target[0] *= s;
    target[1] *= s;
    target[2] *= s;
    return this;
  },
  divide: function(target, a) {
    target[0] /= a[0];
    target[1] /= a[1];
    target[2] /= a[2];
    return this;
  },
  divideVectors: function(target, a, b) {
    target[0] = a[0] / b[0];
    target[1] = a[1] / b[1];
    target[2] = a[2] / b[2];
    return this;
  },
  divideScalar: function(target, s) {
    if (s !== 0) {
      target[0] /= s;
      target[1] /= s;
      target[2] /= s;
    } else {
      target[0] = 0;
      target[1] = 0;
      target[2] = 0;
    }
    return this;
  },
  cross: function(target, a) {
    var x = target[0];
    var y = target[1];
    var z = target[2];
    target[0] = y*a[2] - z*a[1];
    target[1] = z*a[0] - x*a[2];
    target[2] = x*a[1] - y*a[0];
    return this;
  },
  crossVectors: function(target, a, b) {
    target[0] = a[1]*b[2] - a[2]*b[1];
    target[1] = a[2]*b[0] - a[0]*b[2];
    target[2] = a[0]*b[1] - a[1]*b[0];
    return this;
  },
  min: function(target, value) {
    if (target[0] < value) { target[0] = value; }
    if (target[1] < value) { target[1] = value; }
    if (target[2] < value) { target[2] = value; }
    return this;
  },
  max: function(target, value) {
    if (target[0] > value) { target[0] = value; }
    if (target[1] > value) { target[1] = value; }
    if (target[2] > value) { target[2] = value; }
    return this;
  },
  clamp: function(target, min, max) {
    this.min(target, min);
    this.max(target, max);
    return this;
  },
  limit: function(target, min, max) {
    var length = this.length(target);
    if (min !== null && length < min) {
      this.setLength(target, min);
    } else if (max !== null && length > max) {
      this.setLength(target, max);
    }
    return this;
  },
  dot: function(a, b) {
    return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
  },
  normalise: function(target) {
    return this.divideScalar(target, this.length(target));
  },
  negate: function(target) {
    return this.multiplyScalar(target, -1);
  },
  distanceSquared: function(a, b) {
    var dx = a[0] - b[0];
    var dy = a[1] - b[1];
    var dz = a[2] - b[2];
    return dx*dx + dy*dy + dz*dz;
  },
  distance: function(a, b) {
    return Math.sqrt(this.distanceSquared(a, b));
  },
  lengthSquared: function(a) {
    return a[0]*a[0] + a[1]*a[1] + a[2]*a[2];
  },
  length: function(a) {
    return Math.sqrt(this.lengthSquared(a));
  },
  setLength: function(target, l) {
    var length = this.length(target);
    if (length !== 0 && l !== length) {
      this.multiplyScalar(target, l / length);
    }
    return this;
  }
};

/**
 * @object Vector4
 * @author Matthew Wagerfield
 */
FSS.Vector4 = {
  create: function(x, y, z, w) {
    var vector = new FSS.Array(4);
    this.set(vector, x, y, z);
    return vector;
  },
  set: function(target, x, y, z, w) {
    target[0] = x || 0;
    target[1] = y || 0;
    target[2] = z || 0;
    target[3] = w || 0;
    return this;
  },
  setX: function(target, x) {
    target[0] = x || 0;
    return this;
  },
  setY: function(target, y) {
    target[1] = y || 0;
    return this;
  },
  setZ: function(target, z) {
    target[2] = z || 0;
    return this;
  },
  setW: function(target, w) {
    target[3] = w || 0;
    return this;
  },
  add: function(target, a) {
    target[0] += a[0];
    target[1] += a[1];
    target[2] += a[2];
    target[3] += a[3];
    return this;
  },
  multiplyVectors: function(target, a, b) {
    target[0] = a[0] * b[0];
    target[1] = a[1] * b[1];
    target[2] = a[2] * b[2];
    target[3] = a[3] * b[3];
    return this;
  },
  multiplyScalar: function(target, s) {
    target[0] *= s;
    target[1] *= s;
    target[2] *= s;
    target[3] *= s;
    return this;
  },
  min: function(target, value) {
    if (target[0] < value) { target[0] = value; }
    if (target[1] < value) { target[1] = value; }
    if (target[2] < value) { target[2] = value; }
    if (target[3] < value) { target[3] = value; }
    return this;
  },
  max: function(target, value) {
    if (target[0] > value) { target[0] = value; }
    if (target[1] > value) { target[1] = value; }
    if (target[2] > value) { target[2] = value; }
    if (target[3] > value) { target[3] = value; }
    return this;
  },
  clamp: function(target, min, max) {
    this.min(target, min);
    this.max(target, max);
    return this;
  }
};

/**
 * @class Color
 * @author Matthew Wagerfield
 */
FSS.Color = function(hex, opacity) {
  this.rgba = FSS.Vector4.create();
  this.hex = hex || '#000000';
  this.opacity = FSS.Utils.isNumber(opacity) ? opacity : 1;
  this.set(this.hex, this.opacity);
};

FSS.Color.prototype = {
  set: function(hex, opacity) {
    hex = hex.replace('#', '');
    var size = hex.length / 3;
    this.rgba[0] = parseInt(hex.substring(size*0, size*1), 16) / 255;
    this.rgba[1] = parseInt(hex.substring(size*1, size*2), 16) / 255;
    this.rgba[2] = parseInt(hex.substring(size*2, size*3), 16) / 255;
    this.rgba[3] = FSS.Utils.isNumber(opacity) ? opacity : this.rgba[3];
    return this;
  },
  hexify: function(channel) {
    var hex = Math.ceil(channel*255).toString(16);
    if (hex.length === 1) { hex = '0' + hex; }
    return hex;
  },
  format: function() {
    var r = this.hexify(this.rgba[0]);
    var g = this.hexify(this.rgba[1]);
    var b = this.hexify(this.rgba[2]);
    this.hex = '#' + r + g + b;
    return this.hex;
  }
};

/**
 * @class Object
 * @author Matthew Wagerfield
 */
FSS.Object = function() {
  this.position = FSS.Vector3.create();
};

FSS.Object.prototype = {
  setPosition: function(x, y, z) {
    FSS.Vector3.set(this.position, x, y, z);
    return this;
  }
};

/**
 * @class Light
 * @author Matthew Wagerfield
 */
FSS.Light = function(ambient, diffuse) {
  FSS.Object.call(this);
  this.ambient = new FSS.Color(ambient || '#FFFFFF');
  this.diffuse = new FSS.Color(diffuse || '#FFFFFF');
  this.ray = FSS.Vector3.create();
};

FSS.Light.prototype = Object.create(FSS.Object.prototype);

/**
 * @class Vertex
 * @author Matthew Wagerfield
 */
FSS.Vertex = function(x, y, z) {
  this.position = FSS.Vector3.create(x, y, z);
};

FSS.Vertex.prototype = {
  setPosition: function(x, y, z) {
    FSS.Vector3.set(this.position, x, y, z);
    return this;
  }
};

/**
 * @class Triangle
 * @author Matthew Wagerfield
 */
FSS.Triangle = function(a, b, c) {
  this.a = a || new FSS.Vertex();
  this.b = b || new FSS.Vertex();
  this.c = c || new FSS.Vertex();
  this.vertices = [this.a, this.b, this.c];
  this.u = FSS.Vector3.create();
  this.v = FSS.Vector3.create();
  this.centroid = FSS.Vector3.create();
  this.normal = FSS.Vector3.create();
  this.color = new FSS.Color();
  this.polygon = document.createElementNS(FSS.SVGNS, 'polygon');
  this.polygon.setAttributeNS(null, 'stroke-linejoin', 'round');
  this.polygon.setAttributeNS(null, 'stroke-miterlimit', '1');
  this.polygon.setAttributeNS(null, 'stroke-width', '1');
  this.computeCentroid();
  this.computeNormal();
};

FSS.Triangle.prototype = {
  computeCentroid: function() {
    this.centroid[0] = this.a.position[0] + this.b.position[0] + this.c.position[0];
    this.centroid[1] = this.a.position[1] + this.b.position[1] + this.c.position[1];
    this.centroid[2] = this.a.position[2] + this.b.position[2] + this.c.position[2];
    FSS.Vector3.divideScalar(this.centroid, 3);
    return this;
  },
  computeNormal: function() {
    FSS.Vector3.subtractVectors(this.u, this.b.position, this.a.position);
    FSS.Vector3.subtractVectors(this.v, this.c.position, this.a.position);
    FSS.Vector3.crossVectors(this.normal, this.u, this.v);
    FSS.Vector3.normalise(this.normal);
    return this;
  }
};

/**
 * @class Geometry
 * @author Matthew Wagerfield
 */
FSS.Geometry = function() {
  this.vertices = [];
  this.triangles = [];
  this.dirty = false;
};

FSS.Geometry.prototype = {
  update: function() {
    if (this.dirty) {
      var t,triangle;
      for (t = this.triangles.length - 1; t >= 0; t--) {
        triangle = this.triangles[t];
        triangle.computeCentroid();
        triangle.computeNormal();
      }
      this.dirty = false;
    }
    return this;
  }
};

/**
 * @class Plane
 * @author Matthew Wagerfield
 */
FSS.Plane = function(width, height, segments, slices) {
  FSS.Geometry.call(this);
  this.width = width || 100;
  this.height = height || 100;
  this.segments = segments || 4;
  this.slices = slices || 4;
  this.segmentWidth = this.width / this.segments;
  this.sliceHeight = this.height / this.slices;

  // Cache Variables
  var x, y, v0, v1, v2, v3,
      vertex, triangle, vertices = [],
      offsetX = this.width * -0.5,
      offsetY = this.height * 0.5;

  // Add Vertices
  for (x = 0; x <= this.segments; x++) {
    vertices.push([]);
    for (y = 0; y <= this.slices; y++) {
      vertex = new FSS.Vertex(offsetX + x*this.segmentWidth, offsetY - y*this.sliceHeight);
      vertices[x].push(vertex);
      this.vertices.push(vertex);
    }
  }

  // Add Triangles
  for (x = 0; x < this.segments; x++) {
    for (y = 0; y < this.slices; y++) {
      v0 = vertices[x+0][y+0];
      v1 = vertices[x+0][y+1];
      v2 = vertices[x+1][y+0];
      v3 = vertices[x+1][y+1];
      t0 = new FSS.Triangle(v0, v1, v2);
      t1 = new FSS.Triangle(v2, v1, v3);
      this.triangles.push(t0, t1);
    }
  }
};

FSS.Plane.prototype = Object.create(FSS.Geometry.prototype);

/**
 * @class Material
 * @author Matthew Wagerfield
 */
FSS.Material = function(ambient, diffuse) {
  this.ambient = new FSS.Color(ambient || '#444444');
  this.diffuse = new FSS.Color(diffuse || '#FFFFFF');
  this.slave = new FSS.Color();
};

/**
 * @class Mesh
 * @author Matthew Wagerfield
 */
FSS.Mesh = function(geometry, material) {
  FSS.Object.call(this);
  this.geometry = geometry || new FSS.Geometry();
  this.material = material || new FSS.Material();
  this.side = FSS.FRONT;
  this.visible = true;
};

FSS.Mesh.prototype = Object.create(FSS.Object.prototype);

FSS.Mesh.prototype.update = function(lights, calculate) {
  var t,triangle, l,light, illuminance;

  // Update Geometry
  this.geometry.update();

  // Calculate the triangle colors
  if (calculate) {

    // Iterate through Triangles
    for (t = this.geometry.triangles.length - 1; t >= 0; t--) {
      triangle = this.geometry.triangles[t];

      // Reset Triangle Color
      FSS.Vector4.set(triangle.color.rgba);

      // Iterate through Lights
      for (l = lights.length - 1; l >= 0; l--) {
        light = lights[l];

        // Calculate Illuminance
        FSS.Vector3.subtractVectors(light.ray, light.position, triangle.centroid);
        FSS.Vector3.normalise(light.ray);
        illuminance = FSS.Vector3.dot(triangle.normal, light.ray);
        if (this.side === FSS.FRONT) {
          illuminance = Math.max(illuminance, 0);
        } else if (this.side === FSS.BACK) {
          illuminance = Math.abs(Math.min(illuminance, 0));
        } else if (this.side === FSS.DOUBLE) {
          illuminance = Math.max(Math.abs(illuminance), 0);
        }

        // Calculate Ambient Light
        FSS.Vector4.multiplyVectors(this.material.slave.rgba, this.material.ambient.rgba, light.ambient.rgba);
        FSS.Vector4.add(triangle.color.rgba, this.material.slave.rgba);

        // Calculate Diffuse Light
        FSS.Vector4.multiplyVectors(this.material.slave.rgba, this.material.diffuse.rgba, light.diffuse.rgba);
        FSS.Vector4.multiplyScalar(this.material.slave.rgba, illuminance);
        FSS.Vector4.add(triangle.color.rgba, this.material.slave.rgba);
      }

      // Clamp & Format Color
      FSS.Vector4.clamp(triangle.color.rgba, 0, 1);
    }
  }
  return this;
};

/**
 * @class Scene
 * @author Matthew Wagerfield
 */
FSS.Scene = function() {
  this.meshes = [];
  this.lights = [];
};

FSS.Scene.prototype = {
  add: function(object) {
    if (object instanceof FSS.Mesh && !~this.meshes.indexOf(object)) {
      this.meshes.push(object);
    } else if (object instanceof FSS.Light && !~this.lights.indexOf(object)) {
      this.lights.push(object);
    }
    return this;
  },
  remove: function(object) {
    if (object instanceof FSS.Mesh && ~this.meshes.indexOf(object)) {
      this.meshes.splice(this.meshes.indexOf(object), 1);
    } else if (object instanceof FSS.Light && ~this.lights.indexOf(object)) {
      this.lights.splice(this.lights.indexOf(object), 1);
    }
    return this;
  }
};

/**
 * @class Renderer
 * @author Matthew Wagerfield
 */
FSS.Renderer = function() {
  this.width = 0;
  this.height = 0;
  this.halfWidth = 0;
  this.halfHeight = 0;
};

FSS.Renderer.prototype = {
  setSize: function(width, height) {
    if (this.width === width && this.height === height) return;
    this.width = width;
    this.height = height;
    this.halfWidth = this.width * 0.5;
    this.halfHeight = this.height * 0.5;
    return this;
  },
  clear: function() {
    return this;
  },
  render: function(scene) {
    return this;
  }
};

/**
 * @class Canvas Renderer
 * @author Matthew Wagerfield
 */
FSS.CanvasRenderer = function() {
  FSS.Renderer.call(this);
  this.element = document.createElement('canvas');
  this.element.style.display = 'block';
  this.element.setAttribute("id", "myCanvas");  
  this.context = this.element.getContext('2d');  
  //this.element.style.filter = "blur(10px)";
  this.setSize(this.element.width, this.element.height);
};

FSS.CanvasRenderer.prototype = Object.create(FSS.Renderer.prototype);

FSS.CanvasRenderer.prototype.setSize = function(width, height) {
  FSS.Renderer.prototype.setSize.call(this, width, height);
  this.element.width = width;
  this.element.height = height;
  this.context.setTransform(1, 0, 0, -1, this.halfWidth, this.halfHeight);
  return this;
};

FSS.CanvasRenderer.prototype.clear = function() {
  FSS.Renderer.prototype.clear.call(this);
  this.context.clearRect(-this.halfWidth, -this.halfHeight, this.width, this.height);
  return this;
};

FSS.CanvasRenderer.prototype.render = function(scene) {
  FSS.Renderer.prototype.render.call(this, scene);
  var m,mesh, t,triangle, color;

  // Clear Context
  this.clear();

  // Configure Context
  this.context.lineJoin = 'round';
  this.context.lineWidth = 1;

  // Update Meshes
  for (m = scene.meshes.length - 1; m >= 0; m--) {
    mesh = scene.meshes[m];
    if (mesh.visible) {
      mesh.update(scene.lights, true);

      // Render Triangles
      for (t = mesh.geometry.triangles.length - 1; t >= 0; t--) {
        triangle = mesh.geometry.triangles[t];
        color = triangle.color.format();
        this.context.beginPath();
        this.context.moveTo(triangle.a.position[0], triangle.a.position[1]);
        this.context.lineTo(triangle.b.position[0], triangle.b.position[1]);
        this.context.lineTo(triangle.c.position[0], triangle.c.position[1]);
        this.context.closePath();
        this.context.strokeStyle = color;
        this.context.fillStyle = color;
        this.context.stroke();
        this.context.fill();
      }
    }
  }
  return this;
};

/**
 * @class WebGL Renderer
 * @author Matthew Wagerfield
 */
FSS.WebGLRenderer = function() {
  FSS.Renderer.call(this);
  this.element = document.createElement('canvas');
  this.element.style.display = 'block';

  // Set initial vertex and light count
  this.vertices = null;
  this.lights = null;

  // Create parameters object
  var parameters = {
    preserveDrawingBuffer: false,
    premultipliedAlpha: true,
    antialias: true,
    stencil: true,
    alpha: true
  };

  // Create and configure the gl context
  this.gl = this.getContext(this.element, parameters);

  // Set the internal support flag
  this.unsupported = !this.gl;

  // Setup renderer
  if (this.unsupported) {
    return 'WebGL is not supported by your browser.';
  } else {
    this.gl.clearColor(0.0, 0.0, 0.0, 0.0);
    this.gl.enable(this.gl.DEPTH_TEST);
    this.setSize(this.element.width, this.element.height);
  }
};

FSS.WebGLRenderer.prototype = Object.create(FSS.Renderer.prototype);

FSS.WebGLRenderer.prototype.getContext = function(canvas, parameters) {
  var context = false;
  try {
    if (!(context = canvas.getContext('experimental-webgl', parameters))) {
      throw 'Error creating WebGL context.';
    }
  } catch (error) {
    console.error(error);
  }
  return context;
};

FSS.WebGLRenderer.prototype.setSize = function(width, height) {
  FSS.Renderer.prototype.setSize.call(this, width, height);
  if (this.unsupported) return;

  // Set the size of the canvas element
  this.element.width = width;
  this.element.height = height;

  // Set the size of the gl viewport
  this.gl.viewport(0, 0, width, height);
  return this;
};

FSS.WebGLRenderer.prototype.clear = function() {
  FSS.Renderer.prototype.clear.call(this);
  if (this.unsupported) return;
  this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
  return this;
};

FSS.WebGLRenderer.prototype.render = function(scene) {
  FSS.Renderer.prototype.render.call(this, scene);
  if (this.unsupported) return;
  var m,mesh, t,tl,triangle, l,light,
      attribute, uniform, buffer, data, location,
      update = false, lights = scene.lights.length,
      index, v,vl,vetex,vertices = 0;

  // Clear context
  this.clear();

  // Build the shader program
  if (this.lights !== lights) {
    this.lights = lights;
    if (this.lights > 0) {
      this.buildProgram(lights);
    } else {
      return;
    }
  }

  // Update program
  if (!!this.program) {

    // Increment vertex counter
    for (m = scene.meshes.length - 1; m >= 0; m--) {
      mesh = scene.meshes[m];
      if (mesh.geometry.dirty) update = true;
      mesh.update(scene.lights, false);
      vertices += mesh.geometry.triangles.length*3;
    }

    // Compare vertex counter
    if (update || this.vertices !== vertices) {
      this.vertices = vertices;

      // Build buffers
      for (attribute in this.program.attributes) {
        buffer = this.program.attributes[attribute];
        buffer.data = new FSS.Array(vertices*buffer.size);

        // Reset vertex index
        index = 0;

        // Update attribute buffer data
        for (m = scene.meshes.length - 1; m >= 0; m--) {
          mesh = scene.meshes[m];

          for (t = 0, tl = mesh.geometry.triangles.length; t < tl; t++) {
            triangle = mesh.geometry.triangles[t];

            for (v = 0, vl = triangle.vertices.length; v < vl; v++) {
              vertex = triangle.vertices[v];
              switch (attribute) {
                case 'side':
                  this.setBufferData(index, buffer, mesh.side);
                  break;
                case 'position':
                  this.setBufferData(index, buffer, vertex.position);
                  break;
                case 'centroid':
                  this.setBufferData(index, buffer, triangle.centroid);
                  break;
                case 'normal':
                  this.setBufferData(index, buffer, triangle.normal);
                  break;
                case 'ambient':
                  this.setBufferData(index, buffer, mesh.material.ambient.rgba);
                  break;
                case 'diffuse':
                  this.setBufferData(index, buffer, mesh.material.diffuse.rgba);
                  break;
              }
              index++;
            }
          }
        }

        // Upload attribute buffer data
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer.buffer);
        this.gl.bufferData(this.gl.ARRAY_BUFFER, buffer.data, this.gl.DYNAMIC_DRAW);
        this.gl.enableVertexAttribArray(buffer.location);
        this.gl.vertexAttribPointer(buffer.location, buffer.size, this.gl.FLOAT, false, 0, 0);
      }
    }

    // Build uniform buffers
    this.setBufferData(0, this.program.uniforms.resolution, [this.width, this.height, this.width]);
    for (l = lights-1; l >= 0; l--) {
      light = scene.lights[l];
      this.setBufferData(l, this.program.uniforms.lightPosition, light.position);
      this.setBufferData(l, this.program.uniforms.lightAmbient, light.ambient.rgba);
      this.setBufferData(l, this.program.uniforms.lightDiffuse, light.diffuse.rgba);
    }

    // Update uniforms
    for (uniform in this.program.uniforms) {
      buffer = this.program.uniforms[uniform];
      location = buffer.location;
      data = buffer.data;
      switch (buffer.structure) {
        case '3f':
          this.gl.uniform3f(location, data[0], data[1], data[2]);
          break;
        case '3fv':
          this.gl.uniform3fv(location, data);
          break;
        case '4fv':
          this.gl.uniform4fv(location, data);
          break;
      }
    }
  }

  // Draw those lovely triangles
  this.gl.drawArrays(this.gl.TRIANGLES, 0, this.vertices);
  return this;
};

FSS.WebGLRenderer.prototype.setBufferData = function(index, buffer, value) {
  if (FSS.Utils.isNumber(value)) {
    buffer.data[index*buffer.size] = value;
  } else {
    for (var i = value.length - 1; i >= 0; i--) {
      buffer.data[index*buffer.size+i] = value[i];
    }
  }
};

/**
 * Concepts taken from three.js WebGLRenderer
 * @see https://github.com/mrdoob/three.js/blob/master/src/renderers/WebGLRenderer.js
 */
FSS.WebGLRenderer.prototype.buildProgram = function(lights) {
  if (this.unsupported) return;

  // Create shader source
  var vs = FSS.WebGLRenderer.VS(lights);
  var fs = FSS.WebGLRenderer.FS(lights);

  // Derive the shader fingerprint
  var code = vs + fs;

  // Check if the program has already been compiled
  if (!!this.program && this.program.code === code) return;

  // Create the program and shaders
  var program = this.gl.createProgram();
  var vertexShader = this.buildShader(this.gl.VERTEX_SHADER, vs);
  var fragmentShader = this.buildShader(this.gl.FRAGMENT_SHADER, fs);

  // Attach an link the shader
  this.gl.attachShader(program, vertexShader);
  this.gl.attachShader(program, fragmentShader);
  this.gl.linkProgram(program);

  // Add error handling
  if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
    var error = this.gl.getError();
    var status = this.gl.getProgramParameter(program, this.gl.VALIDATE_STATUS);
    console.error('Could not initialise shader.\nVALIDATE_STATUS: '+status+'\nERROR: '+error);
    return null;
  }

  // Delete the shader
  this.gl.deleteShader(fragmentShader);
  this.gl.deleteShader(vertexShader);

  // Set the program code
  program.code = code;

  // Add the program attributes
  program.attributes = {
    side:     this.buildBuffer(program, 'attribute', 'aSide',     1, 'f' ),
    position: this.buildBuffer(program, 'attribute', 'aPosition', 3, 'v3'),
    centroid: this.buildBuffer(program, 'attribute', 'aCentroid', 3, 'v3'),
    normal:   this.buildBuffer(program, 'attribute', 'aNormal',   3, 'v3'),
    ambient:  this.buildBuffer(program, 'attribute', 'aAmbient',  4, 'v4'),
    diffuse:  this.buildBuffer(program, 'attribute', 'aDiffuse',  4, 'v4')
  };

  // Add the program uniforms
  program.uniforms = {
    resolution:    this.buildBuffer(program, 'uniform', 'uResolution',    3, '3f',  1     ),
    lightPosition: this.buildBuffer(program, 'uniform', 'uLightPosition', 3, '3fv', lights),
    lightAmbient:  this.buildBuffer(program, 'uniform', 'uLightAmbient',  4, '4fv', lights),
    lightDiffuse:  this.buildBuffer(program, 'uniform', 'uLightDiffuse',  4, '4fv', lights)
  };

  // Set the renderer program
  this.program = program;

  // Enable program
  this.gl.useProgram(this.program);

  // Return the program
  return program;
};

FSS.WebGLRenderer.prototype.buildShader = function(type, source) {
  if (this.unsupported) return;

  // Create and compile shader
  var shader = this.gl.createShader(type);
  this.gl.shaderSource(shader, source);
  this.gl.compileShader(shader);

  // Add error handling
  if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
    console.error(this.gl.getShaderInfoLog(shader));
    return null;
  }

  // Return the shader
  return shader;
};

FSS.WebGLRenderer.prototype.buildBuffer = function(program, type, identifier, size, structure, count) {
  var buffer = {buffer:this.gl.createBuffer(), size:size, structure:structure, data:null};

  // Set the location
  switch (type) {
    case 'attribute':
      buffer.location = this.gl.getAttribLocation(program, identifier);
      break;
    case 'uniform':
      buffer.location = this.gl.getUniformLocation(program, identifier);
      break;
  }

  // Create the buffer if count is provided
  if (!!count) {
    buffer.data = new FSS.Array(count*size);
  }

  // Return the buffer
  return buffer;
};

FSS.WebGLRenderer.VS = function(lights) {
  var shader = [

  // Precision
  'precision mediump float;',

  // Lights
  '#define LIGHTS ' + lights,

  // Attributes
  'attribute float aSide;',
  'attribute vec3 aPosition;',
  'attribute vec3 aCentroid;',
  'attribute vec3 aNormal;',
  'attribute vec4 aAmbient;',
  'attribute vec4 aDiffuse;',

  // Uniforms
  'uniform vec3 uResolution;',
  'uniform vec3 uLightPosition[LIGHTS];',
  'uniform vec4 uLightAmbient[LIGHTS];',
  'uniform vec4 uLightDiffuse[LIGHTS];',

  // Varyings
  'varying vec4 vColor;',

  // Main
  'void main() {',

    // Create color
    'vColor = vec4(0.0);',

    // Calculate the vertex position
    'vec3 position = aPosition / uResolution * 2.0;',

    // Iterate through lights
    'for (int i = 0; i < LIGHTS; i++) {',
      'vec3 lightPosition = uLightPosition[i];',
      'vec4 lightAmbient = uLightAmbient[i];',
      'vec4 lightDiffuse = uLightDiffuse[i];',

      // Calculate illuminance
      'vec3 ray = normalize(lightPosition - aCentroid);',
      'float illuminance = dot(aNormal, ray);',
      'if (aSide == 0.0) {',
        'illuminance = max(illuminance, 0.0);',
      '} else if (aSide == 1.0) {',
        'illuminance = abs(min(illuminance, 0.0));',
      '} else if (aSide == 2.0) {',
        'illuminance = max(abs(illuminance), 0.0);',
      '}',

      // Calculate ambient light
      'vColor += aAmbient * lightAmbient;',

      // Calculate diffuse light
      'vColor += aDiffuse * lightDiffuse * illuminance;',
    '}',

    // Clamp color
    'vColor = clamp(vColor, 0.0, 1.0);',

    // Set gl_Position
    'gl_Position = vec4(position, 1.0);',

  '}'

  // Return the shader
  ].join('\n');
  return shader;
};

FSS.WebGLRenderer.FS = function(lights) {
  var shader = [

  // Precision
  'precision mediump float;',

  // Varyings
  'varying vec4 vColor;',

  // Main
  'void main() {',

    // Set gl_FragColor
    'gl_FragColor = vColor;',

  '}'

  // Return the shader
  ].join('\n');
  return shader;
};

/**
 * @class SVG Renderer
 * @author Matthew Wagerfield
 */
FSS.SVGRenderer = function() {
  FSS.Renderer.call(this);
  this.element = document.createElementNS(FSS.SVGNS, 'svg');
  this.element.setAttribute('xmlns', FSS.SVGNS);
  this.element.setAttribute('version', '1.1');
  this.element.style.display = 'block';
  this.setSize(300, 150);
};

FSS.SVGRenderer.prototype = Object.create(FSS.Renderer.prototype);

FSS.SVGRenderer.prototype.setSize = function(width, height) {
  FSS.Renderer.prototype.setSize.call(this, width, height);
  this.element.setAttribute('width', width);
  this.element.setAttribute('height', height);
  return this;
};

FSS.SVGRenderer.prototype.clear = function() {
  FSS.Renderer.prototype.clear.call(this);
  for (var i = this.element.childNodes.length - 1; i >= 0; i--) {
    this.element.removeChild(this.element.childNodes[i]);
  }
  return this;
};

FSS.SVGRenderer.prototype.render = function(scene) {
  FSS.Renderer.prototype.render.call(this, scene);
  var m,mesh, t,triangle, points, style;

  // Update Meshes
  for (m = scene.meshes.length - 1; m >= 0; m--) {
    mesh = scene.meshes[m];
    if (mesh.visible) {
      mesh.update(scene.lights, true);

      // Render Triangles
      for (t = mesh.geometry.triangles.length - 1; t >= 0; t--) {
        triangle = mesh.geometry.triangles[t];
        if (triangle.polygon.parentNode !== this.element) {
          this.element.appendChild(triangle.polygon);
        }
        points  = this.formatPoint(triangle.a)+' ';
        points += this.formatPoint(triangle.b)+' ';
        points += this.formatPoint(triangle.c);
        style = this.formatStyle(triangle.color.format());
        triangle.polygon.setAttributeNS(null, 'points', points);
        triangle.polygon.setAttributeNS(null, 'style', style);
      }
    }
  }
  return this;
};

FSS.SVGRenderer.prototype.formatPoint = function(vertex) {
  return (this.halfWidth+vertex.position[0])+','+(this.halfHeight-vertex.position[1]);
};

FSS.SVGRenderer.prototype.formatStyle = function(color) {
  var style = 'fill:'+color+';';
  style += 'stroke:'+color+';';
  return style;
};



////////////////////////////////
////////////////////////////////
////////////////////////////////


(function(){

  //------------------------------
  // Mesh Properties
  //------------------------------
  var MESH = {
    width: 1.8,
    height: 1.8,
    depth: 10,
    segments: 16,
    slices: 8,
    xRange: 0.8,
    yRange: 0.1,
    zRange: 1.0,
    ambient: '#555555',
    diffuse: '#696969',
    speed: 0.0001
  };

  //------------------------------
  // Light Properties
  //------------------------------
  var LIGHT = {
    count: 2,
    xyScalar: 1,
    zOffset: 100,
    ambient: '#1abc65',
    diffuse: '#b4c910',
    speed: 0.0002,
    gravity: 500,
    dampening: 0.95,
    minLimit: 10,
    maxLimit: null,
    minDistance: 20,
    maxDistance: 400,
    autopilot: true,
    draw: false,
    bounds: FSS.Vector3.create(),
    step: FSS.Vector3.create(
      Math.randomInRange(0.2, 1.0),
      Math.randomInRange(0.2, 1.0),
      Math.randomInRange(0.2, 1.0)
    )
  };

  //------------------------------
  // Render Properties
  //------------------------------

  var RENDER = {
    renderer: 'canvas'
  };

  //------------------------------
  // Global Properties
  //------------------------------
  var now, start = Date.now();
  var center = FSS.Vector3.create();
  var attractor = FSS.Vector3.create();
  var container = document.getElementById('container');
  var output = document.getElementById('output');
  var renderer, scene, mesh, geometry, material;
  var canvasRenderer;
  var gui, autopilotController;

  //------------------------------
  // Methods
  //------------------------------
  function initialise() {
    createRenderer();
    createScene();
    createMesh();
    createLights();
    addEventListeners();
    resize(container.offsetWidth, container.offsetHeight);
    animate();
  }

  function createRenderer() {
    canvasRenderer = new FSS.CanvasRenderer();
    setRenderer(RENDER.renderer);
  }

  function setRenderer(index) {
    if (renderer) {
      output.removeChild(renderer.element);
    }

        renderer = canvasRenderer;

    renderer.setSize(container.offsetWidth, container.offsetHeight);
    output.appendChild(renderer.element);
  }

  function createScene() {
    scene = new FSS.Scene();
  }

  function createMesh() {
    scene.remove(mesh);
    renderer.clear();
    geometry = new FSS.Plane(MESH.width * renderer.width, MESH.height * renderer.height, MESH.segments, MESH.slices);
    material = new FSS.Material(MESH.ambient, MESH.diffuse);
    mesh = new FSS.Mesh(geometry, material);
    scene.add(mesh);

    // Augment vertices for animation
    var v, vertex;
    for (v = geometry.vertices.length - 1; v >= 0; v--) {
      vertex = geometry.vertices[v];
      vertex.anchor = FSS.Vector3.clone(vertex.position);
      vertex.step = FSS.Vector3.create(
        Math.randomInRange(0.2, 1.0),
        Math.randomInRange(0.2, 1.0),
        Math.randomInRange(0.2, 1.0)
      );
      vertex.time = Math.randomInRange(0, Math.PIM2);
    }
  }

  function createLights() {
    var l, light;
    for (l = scene.lights.length - 1; l >= 0; l--) {
      light = scene.lights[l];
      scene.remove(light);
    }
    renderer.clear();
    for (l = 0; l < LIGHT.count; l++) {
      light = new FSS.Light(LIGHT.ambient, LIGHT.diffuse);
      light.ambientHex = light.ambient.format();
      light.diffuseHex = light.diffuse.format();
      scene.add(light);

      // Augment light for animation
      light.mass = Math.randomInRange(0.5, 1);
      light.velocity = FSS.Vector3.create();
      light.acceleration = FSS.Vector3.create();
      light.force = FSS.Vector3.create();

      // Ring SVG Circle
      light.ring = document.createElementNS(FSS.SVGNS, 'circle');
      light.ring.setAttributeNS(null, 'stroke', light.ambientHex);
      light.ring.setAttributeNS(null, 'stroke-width', '0.5');
      light.ring.setAttributeNS(null, 'fill', 'none');
      light.ring.setAttributeNS(null, 'r', '10');

      // Core SVG Circle
      light.core = document.createElementNS(FSS.SVGNS, 'circle');
      light.core.setAttributeNS(null, 'fill', light.diffuseHex);
      light.core.setAttributeNS(null, 'r', '4');
    }
  }

  function resize(width, height) {
    renderer.setSize(width, height);
    FSS.Vector3.set(center, renderer.halfWidth, renderer.halfHeight);
    createMesh();
  }

  function animate() {
    now = Date.now() - start;
    update();
    render();
    requestAnimationFrame(animate);
  }

  function update() {
    var ox, oy, oz, l, light, v, vertex, offset = MESH.depth/2;

    // Update Bounds
    FSS.Vector3.copy(LIGHT.bounds, center);
    FSS.Vector3.multiplyScalar(LIGHT.bounds, LIGHT.xyScalar);

    // Update Attractor
    FSS.Vector3.setZ(attractor, LIGHT.zOffset);

    // Overwrite the Attractor position
    if (LIGHT.autopilot) {
      ox = Math.sin(LIGHT.step[0] * now * LIGHT.speed);
      oy = Math.cos(LIGHT.step[1] * now * LIGHT.speed);
      FSS.Vector3.set(attractor,
        LIGHT.bounds[0]*ox,
        LIGHT.bounds[1]*oy,
        LIGHT.zOffset);
    }

    // Animate Lights
    for (l = scene.lights.length - 1; l >= 0; l--) {
      light = scene.lights[l];

      // Reset the z position of the light
      FSS.Vector3.setZ(light.position, LIGHT.zOffset);

      // Calculate the force Luke!
      var D = Math.clamp(FSS.Vector3.distanceSquared(light.position, attractor), LIGHT.minDistance, LIGHT.maxDistance);
      var F = LIGHT.gravity * light.mass / D;
      FSS.Vector3.subtractVectors(light.force, attractor, light.position);
      FSS.Vector3.normalise(light.force);
      FSS.Vector3.multiplyScalar(light.force, F);

      // Update the light position
      FSS.Vector3.set(light.acceleration);
      FSS.Vector3.add(light.acceleration, light.force);
      FSS.Vector3.add(light.velocity, light.acceleration);
      FSS.Vector3.multiplyScalar(light.velocity, LIGHT.dampening);
      FSS.Vector3.limit(light.velocity, LIGHT.minLimit, LIGHT.maxLimit);
      FSS.Vector3.add(light.position, light.velocity);
    }

    // Animate Vertices
    for (v = geometry.vertices.length - 1; v >= 0; v--) {
      vertex = geometry.vertices[v];
      ox = Math.sin(vertex.time + vertex.step[0] * now * MESH.speed);
      oy = Math.cos(vertex.time + vertex.step[1] * now * MESH.speed);
      oz = Math.sin(vertex.time + vertex.step[2] * now * MESH.speed);
      FSS.Vector3.set(vertex.position,
        MESH.xRange*geometry.segmentWidth*ox,
        MESH.yRange*geometry.sliceHeight*oy,
        MESH.zRange*offset*oz - offset);
      FSS.Vector3.add(vertex.position, vertex.anchor);
    }

    // Set the Geometry to dirty
    geometry.dirty = true;
  }

  function render() {
    renderer.render(scene);

    // Draw Lights
    if (LIGHT.draw) {
      var l, lx, ly, light;
      for (l = scene.lights.length - 1; l >= 0; l--) {
        light = scene.lights[l];
        lx = light.position[0];
        ly = light.position[1];
        renderer.context.lineWidth = 0.5;
        renderer.context.beginPath();
        renderer.context.arc(lx, ly, 10, 0, Math.PIM2);
        renderer.context.strokeStyle = light.ambientHex;
        renderer.context.stroke();
        renderer.context.beginPath();
        renderer.context.arc(lx, ly, 4, 0, Math.PIM2);
        renderer.context.fillStyle = light.diffuseHex;
        renderer.context.fill();
        
      }
    }
  }

  function addEventListeners() {
    window.addEventListener('resize', onWindowResize);
    //container.addEventListener('mousemove', onMouseMove);
  }

  //------------------------------
  // Callbacks
  //------------------------------

  function onMouseMove(event) {
    FSS.Vector3.set(attractor, event.x, renderer.height - event.y);
    FSS.Vector3.subtract(attractor, center);
  }

  function onWindowResize(event) {
    resize(container.offsetWidth, container.offsetHeight);
    render();
  }


  // Let there be light!
  initialise();

})();        
              
            
!
999px

Console