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HTML

              
                <div class="p-contents-summary">
  <h1 class="p-contents-summary__head">particle picture</h1>
  <p class="p-contents-summary__text">drawing a picture with particles and move it.</p>
  <p class="p-contents-summary__link-source"><a href="https://github.com/ykob/particle-picture">view source.</a></p>
</div>
<div class="p-preloader">
  <div class="p-preloader__wrap">
    <div class="p-preloader__icon"></div>
    <div class="p-preloader__label">Loading</div>
  </div>
</div>
<canvas class="p-canvas-webgl" id="canvas-webgl"></canvas>
              
            
!

CSS

              
                @import url("https://fonts.googleapis.com/css?family=Noto+Sans:400,700");

html {
  height: 100%; }

body {
  min-height: 100%;
  overflow: hidden;
  color: #444;
  font-family: "Noto Sans"; }

a {
  color: #444;
  text-decoration: none; }

::-moz-selection {
  color: #fff;
  background: rgba(0, 0, 0, 0.5); }

::selection {
  color: #fff;
  background: rgba(0, 0, 0, 0.5); }

.p-contents-summary {
  position: absolute;
  bottom: 4%;
  left: 2%;
  z-index: 100; }
  .p-contents-summary__head {
    margin: 0;
    font-weight: 400;
    letter-spacing: 2px; }
    @media all and (min-width: 1367px) {
      .p-contents-summary__head {
        font-size: 54.64px; } }
    @media all and (min-width: 569px) and (max-width: 1366px) {
      .p-contents-summary__head {
        font-size: 4vw; } }
    @media all and (max-width: 568px) {
      .p-contents-summary__head {
        font-size: 22.72px; } }
  .p-contents-summary__text {
    max-width: 360px;
    line-height: 1.75;
    margin: 1em 0;
    letter-spacing: 1px; }
    @media all and (min-width: 1367px) {
      .p-contents-summary__text {
        font-size: 13.66px; } }
    @media all and (min-width: 569px) and (max-width: 1366px) {
      .p-contents-summary__text {
        font-size: 1vw; } }
    @media all and (max-width: 568px) {
      .p-contents-summary__text {
        font-size: 5.68px; } }
  .p-contents-summary__link-source {
    margin: 0;
    letter-spacing: 1px; }
    @media all and (min-width: 1367px) {
      .p-contents-summary__link-source {
        font-size: 13.66px; } }
    @media all and (min-width: 569px) and (max-width: 1366px) {
      .p-contents-summary__link-source {
        font-size: 1vw; } }
    @media all and (max-width: 568px) {
      .p-contents-summary__link-source {
        font-size: 5.68px; } }
    .p-contents-summary__link-source a {
      position: relative; }
      .p-contents-summary__link-source a:after {
        content: '';
        display: block;
        position: absolute;
        z-index: -1;
        top: 0;
        right: 0;
        bottom: 0;
        left: 0;
        background-color: #444; }
  .p-contents-summary__link-source a {
    -webkit-transition-duration: 0.3s;
    transition-duration: 0.3s;
    -webkit-transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94);
    transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94); }
    .p-contents-summary__link-source a:after {
      -webkit-transform: scale(0, 1);
      -ms-transform: scale(0, 1);
      transform: scale(0, 1);
      -webkit-transform-origin: left center;
      -ms-transform-origin: left center;
      transform-origin: left center;
      -webkit-transition-duration: 0.3s;
      transition-duration: 0.3s;
      -webkit-transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94);
      transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94); }
  .p-contents-summary__link-source a:hover {
    color: #fff; }
    .p-contents-summary__link-source a:hover:after {
      -webkit-transform: scale(1, 1);
      -ms-transform: scale(1, 1);
      transform: scale(1, 1); }

.p-canvas-webgl {
  position: relative;
  z-index: 1; }

@-webkit-keyframes rotatePreloader {
  0% {
    -webkit-transform: rotateZ(0);
    transform: rotateZ(0); }
  100% {
    -webkit-transform: rotateZ(360deg);
    transform: rotateZ(360deg); } }

@keyframes rotatePreloader {
  0% {
    -webkit-transform: rotateZ(0);
    transform: rotateZ(0); }
  100% {
    -webkit-transform: rotateZ(360deg);
    transform: rotateZ(360deg); } }

.p-preloader {
  display: -webkit-box;
  display: -webkit-flex;
  display: -ms-flexbox;
  display: flex;
  -webkit-box-align: center;
  -webkit-align-items: center;
  -ms-flex-align: center;
  align-items: center;
  -webkit-box-pack: center;
  -webkit-justify-content: center;
  -ms-flex-pack: center;
  justify-content: center;
  position: absolute;
  top: 0;
  right: 0;
  bottom: 0;
  left: 0;
  z-index: 2;
  background-color: #fff; }
  .p-preloader__icon {
    width: 40px;
    height: 40px;
    box-sizing: border-box;
    margin: 0 auto 10px;
    border-top: 3px solid transparent;
    border-right: 3px solid #000;
    border-bottom: 3px solid transparent;
    border-left: 3px solid #000;
    border-radius: 25px;
    -webkit-animation-name: rotatePreloader;
    animation-name: rotatePreloader;
    -webkit-animation-duration: 0.6s;
    animation-duration: 0.6s;
    -webkit-animation-iteration-count: infinite;
    animation-iteration-count: infinite;
    -webkit-animation-timing-function: linear;
    animation-timing-function: linear; }
  .p-preloader__label {
    color: #000;
    font-weight: 700;
    text-align: center;
    letter-spacing: 2px;
    padding-left: 2px; }
    @media all and (min-width: 1367px) {
      .p-preloader__label {
        font-size: 10.928px; } }
    @media all and (min-width: 569px) and (max-width: 1366px) {
      .p-preloader__label {
        font-size: 0.8vw; } }
    @media all and (max-width: 568px) {
      .p-preloader__label {
        font-size: 4.544px; } }
  .p-preloader.is-hidden {
    opacity: 0;
    -webkit-transform: scale(0.95);
    -ms-transform: scale(0.95);
    transform: scale(0.95);
    -webkit-transition-duration: 0.5s;
    transition-duration: 0.5s;
    pointer-events: none; }
  .p-preloader.is-stoped .p-preloader__icon {
    -webkit-animation-name: none;
    animation-name: none; }
              
            
!

JS

              
                /**
 * Modules in this bundle
 * @license
 * 
 * particle-picture:
 * 
 * This header is generated by licensify (https://github.com/twada/licensify)
 */
(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
'use strict';

var _ParticlePicture = require('./modules/ParticlePicture.js');

var _ParticlePicture2 = _interopRequireDefault(_ParticlePicture);

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

var canvas = document.getElementById('canvas-webgl');
var renderer = new THREE.WebGLRenderer({
  antialias: false,
  canvas: canvas
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
var clock = new THREE.Clock();

var images = [
  'https://ykob.github.io/particle-picture/img/image01.jpg',
  'https://ykob.github.io/particle-picture/img/image02.jpg',
  'https://ykob.github.io/particle-picture/img/image03.jpg',
  'https://ykob.github.io/particle-picture/img/image04.jpg'
];
var particlePicture = new _ParticlePicture2.default();

var resizeWindow = function resizeWindow() {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
};
var setEvent = function setEvent() {
  $(window).on('resize', function () {
    resizeWindow();
  }).on('mousemove', function (event) {
    particlePicture.uniforms.rotate.value.set(event.clientX, event.clientY);
  });
};
var render = function render() {
  particlePicture.render(clock.getDelta());
  renderer.render(scene, camera);
};
var renderLoop = function renderLoop() {
  render();
  requestAnimationFrame(renderLoop);
};

var init = function init() {
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0xeeeeee, 1.0);
  renderer.render(scene, camera);
  camera.position.set(0, 0, 1024);
  camera.lookAt(new THREE.Vector3());

  particlePicture.loadTexture(images, function () {
    setTimeout(function () {
      $('.p-preloader').addClass('is-hidden').on('transitionend', function () {
        $(this).addClass('is-stoped');
      });
      scene.add(particlePicture.obj);
      setEvent();
      resizeWindow();
      renderLoop();
    }, 200);
  });
};
init();

},{"./modules/ParticlePicture.js":2}],2:[function(require,module,exports){
'use strict';

Object.defineProperty(exports, "__esModule", {
  value: true
});

var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }



var ParticlePicture = function () {
  function ParticlePicture() {
    _classCallCheck(this, ParticlePicture);

    this.textures = [];
    this.uniforms = {};
    this.interval = 2;
    this.prevNum = 0;
    this.nextNum = 1;
    this.obj = null;
  }

  _createClass(ParticlePicture, [{
    key: 'loadTexture',
    value: function loadTexture(images, callback) {
      var _this = this;

      var count = 0;

      var _loop = function _loop() {
        var index = i;
        var loader = new THREE.TextureLoader();
        loader.load(images[index], function (texture) {
          _this.textures[index] = texture;
          count++;
          if (count == images.length) {
            var texBrank = new THREE.DataTexture(new Uint8Array([255, 255, 255, 0]), 1, 1, THREE.RGBAFormat, THREE.UnsignedByteType);
            texBrank.needsUpdate = true;
            _this.obj = _this.createPoints(_this.textures[_this.prevNum], _this.textures[_this.nextNum]);
            callback();
          }
        });
      };

      for (var i = 0; i < images.length; i++) {
        _loop();
      }
    }
  }, {
    key: 'createPoints',
    value: function createPoints(texPrev, texNext) {
      var geometry = new THREE.BufferGeometry();
      var baseVertices1 = [];
      var baseVertices2 = [];
      var baseUvs = [];
      for (var x = 0; x < 512; x++) {
        for (var y = 0; y < 512; y++) {
          baseVertices1.push(x - 256, (y - 256) * -1, 0);
          var rad1 = (Math.random() * 90 + Math.random() * 90) * Math.PI / 180;
          var rad2 = Math.random() * 360 * Math.PI / 180;
          var radius = 2000 * Math.random() * Math.random() / 2 + 100;
          baseVertices2.push(Math.sin(rad1) * Math.cos(rad2) * radius, Math.cos(rad1) * radius, Math.sin(rad1) * Math.sin(rad2) * radius);
          baseUvs.push(x / 512, 1 - y / 512);
        }
      }
      geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(baseVertices1), 3));
      geometry.addAttribute('position2', new THREE.BufferAttribute(new Float32Array(baseVertices2), 3));
      geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(baseUvs), 2));
      this.uniforms = {
        time: {
          type: 'f',
          value: 0
        },
        interval: {
          type: 'f',
          value: this.interval
        },
        resolution: {
          type: 'v2',
          value: new THREE.Vector2(window.innerWidth, window.innerHeight)
        },
        texPrev: {
          type: 't',
          value: texPrev
        },
        texNext: {
          type: 't',
          value: texNext
        },
        rotate: {
          type: 'v2',
          value: new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2)
        }
      };
      return new THREE.Points(geometry, new THREE.RawShaderMaterial({
        uniforms: this.uniforms,
        vertexShader: "#define GLSLIFY 1\nattribute vec3 position;\nattribute vec3 position2;\nattribute vec2 uv;\n\nuniform float time;\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\nuniform vec2 resolution;\nuniform vec2 rotate;\n\nvarying vec2 vUv;\nvarying float vStepPrev;\nvarying float vStepNext;\n\nmat4 rotateMatrixX(float radian) {\n  return mat4(\n    1.0, 0.0, 0.0, 0.0,\n    0.0, cos(radian), -sin(radian), 0.0,\n    0.0, sin(radian), cos(radian), 0.0,\n    0.0, 0.0, 0.0, 1.0\n  );\n}\n\nmat4 rotateMatrixY(float radian) {\n  return mat4(\n    cos(radian), 0.0, sin(radian), 0.0,\n    0.0, 1.0, 0.0, 0.0,\n    -sin(radian), 0.0, cos(radian), 0.0,\n    0.0, 0.0, 0.0, 1.0\n  );\n}\n\nmat4 rotateMatrixZ(float radian) {\n  return mat4(\n    cos(radian), -sin(radian), 0.0, 0.0,\n    sin(radian), cos(radian), 0.0, 0.0,\n    0.0, 0.0, 1.0, 0.0,\n    0.0, 0.0, 0.0, 1.0\n  );\n}\n\nmat4 rotateMatrix(float radX, float radY, float radZ) {\n  return rotateMatrixX(radX) * rotateMatrixY(radY) * rotateMatrixZ(radZ);\n}\n\n//\n// GLSL textureless classic 3D noise \"cnoise\",\n// with an RSL-style periodic variant \"pnoise\".\n// Author:  Stefan Gustavson (stefan.gustavson@liu.se)\n// Version: 2011-10-11\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// ideas for permutation and gradient selection.\n//\n// Copyright (c) 2011 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x)\n{\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n  return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n  return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n  return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n  vec3 Pi0 = floor(P); // Integer part for indexing\n  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n  Pi0 = mod289(Pi0);\n  Pi1 = mod289(Pi1);\n  vec3 Pf0 = fract(P); // Fractional part for interpolation\n  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n  vec4 iy = vec4(Pi0.yy, Pi1.yy);\n  vec4 iz0 = Pi0.zzzz;\n  vec4 iz1 = Pi1.zzzz;\n\n  vec4 ixy = permute(permute(ix) + iy);\n  vec4 ixy0 = permute(ixy + iz0);\n  vec4 ixy1 = permute(ixy + iz1);\n\n  vec4 gx0 = ixy0 * (1.0 / 7.0);\n  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n  gx0 = fract(gx0);\n  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n  vec4 sz0 = step(gz0, vec4(0.0));\n  gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n  gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n  vec4 gx1 = ixy1 * (1.0 / 7.0);\n  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n  gx1 = fract(gx1);\n  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n  vec4 sz1 = step(gz1, vec4(0.0));\n  gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n  gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n  g000 *= norm0.x;\n  g010 *= norm0.y;\n  g100 *= norm0.z;\n  g110 *= norm0.w;\n  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n  g001 *= norm1.x;\n  g011 *= norm1.y;\n  g101 *= norm1.z;\n  g111 *= norm1.w;\n\n  float n000 = dot(g000, Pf0);\n  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n  float n111 = dot(g111, Pf1);\n\n  vec3 fade_xyz = fade(Pf0);\n  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n  return 2.2 * n_xyz;\n}\n\nfloat quadraticOut(float t) {\n  return -t * (t - 2.0);\n}\n\nvoid main(void) {\n  float stepBase = quadraticOut(min(time, 1.0));\n  float width = 0.1;\n  // float diff = (1.0 - (position.y / 256.0 + 1.0) / 2.0) * (1.0 - width);\n  float diff = length(position.xy) / sqrt(pow(256.0, 2.0) * 2.0) * (1.0 - width);\n  float stepPrev = clamp((1.0 - (stepBase - diff + (1.0 - width))) / (width * 0.5), 0.0, 1.0);\n  float stepNext = clamp((stepBase - diff) / (width * 0.5), 0.0, 1.0);\n  float noise = cnoise(vec3(\n    position.x / 2.0,\n    position.y / 2.0,\n    position.z\n  ));\n  float radius = 92.0 * noise;\n  float vcos = cos(time * 128.0);\n  float vsin = sin(time * 256.0);\n  vec3 updatePosition = position + vec3(\n    vsin * vcos * radius * stepPrev * stepNext,\n    vcos * radius * stepPrev * stepNext,\n    vsin * vsin * radius * stepPrev * stepNext\n  );\n  mat4 rotateMat = rotateMatrix(\n    radians((rotate.y / resolution.y * 2.0 - 1.0) * -20.0),\n    radians((rotate.x / resolution.x * 2.0 - 1.0) * -20.0),\n    0.0\n  );\n  vUv = uv;\n  vStepPrev = stepPrev;\n  vStepNext = stepNext;\n  vec4 mvPosition = modelViewMatrix * rotateMat * vec4(updatePosition, 1.0);\n  gl_PointSize = 2.0 + stepPrev * stepNext * (2000.0 / length(mvPosition.xyz));\n  gl_Position = projectionMatrix * mvPosition;\n}\n",
        fragmentShader: "precision highp float;\n#define GLSLIFY 1\n\nuniform sampler2D texPrev;\nuniform sampler2D texNext;\n\nvarying vec2 vUv;\nvarying float vStepPrev;\nvarying float vStepNext;\n\nvoid main(void) {\n  vec3 n;\n  n.xy = gl_PointCoord * 2.0 - 1.0;\n  n.z = 1.0 - dot(n.xy, n.xy);\n  if (n.z < 0.0) discard;\n  vec4 colorPrev = texture2D(texPrev, vUv);\n  vec4 colorNext = texture2D(texNext, vUv);\n  gl_FragColor = vStepPrev * colorPrev + vStepNext * colorNext;\n}\n"
      }));
    }
  }, {
    key: 'addToScene',
    value: function addToScene(scene) {
      scene.add(this.points.obj);
    }
  }, {
    key: 'render',
    value: function render(time) {
      this.uniforms.time.value += time / this.interval;
      if (this.uniforms.time.value > 1) {
        this.uniforms.time.value = 0;
        this.prevNum = this.nextNum;
        this.uniforms.texPrev.value = this.textures[this.prevNum];
        while (this.nextNum == this.prevNum) {
          this.nextNum = Math.floor(Math.random() * this.textures.length);
        }
        this.uniforms.texNext.value = this.textures[this.nextNum];
      }
    }
  }]);

  return ParticlePicture;
}();

exports.default = ParticlePicture;

},{}]},{},[1]);

              
            
!
999px

Console