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Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              <div id="container"></div>

<script type="x-shader/x-vertex" id="vertexShader">
  // uniform float amplitude;
  // attribute float size;
  uniform float amplitude;

  attribute vec3 vertexColor;

  varying vec4 varColor;

  void main()
  {
  varColor = vec4(vertexColor, 1.0);

  vec4 pos = vec4(position, 1.0);
  pos.z *= amplitude;

  vec4 mvPosition = modelViewMatrix * pos;

  gl_PointSize = 1.0;
  gl_Position = projectionMatrix * mvPosition;
  }
</script>

<script type="x-shader/x-fragment" id="fragmentShader">
  varying vec4 varColor;

  void main()
  {
  gl_FragColor = varColor;
  }
</script>
            
          
!

CSS

            
              body {
  overflow: hidden;
  margin: 0;
}

            
          
!

JS

            
              var container;
var camera, scene, renderer;
var controls;

var shaderUniforms, shaderAttributes;

var particles = [];
var particleSystem;

var imageWidth = 640;
var imageHeight = 360;
var imageData = null;

var animationTime = 0;
var animationDelta = 0.03;

init();
// tick();

function init() {
  createScene();
  createControls();
  createPixelData();

  window.addEventListener('resize', onWindowResize, false);
}

function createScene() {
  container = document.getElementById('container');

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 10000);
  camera.position.z = 3000;
  camera.lookAt(scene.position)

  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x000000, 1);

  container.appendChild(renderer.domElement);
}

function createControls() {
  controls = new THREE.TrackballControls(camera);

  controls.rotateSpeed = 1.0;
  controls.zoomSpeed = 1.2;
  controls.panSpeed = 0.8;

  controls.noZoom = false;
  controls.noPan = true;

  controls.staticMoving = true;
  controls.dynamicDampingFactor = 0.3;
}

function createPixelData() {
  var image = document.createElement("img");
  var canvas = document.createElement("canvas");
  var context = canvas.getContext("2d");
  
  image.crossOrigin = "Anonymous";
  image.onload = function() {
    image.width = canvas.width = imageWidth;
    image.height = canvas.height = imageHeight;
    
    context.fillStyle = context.createPattern(image, 'no-repeat');
    context.fillRect(0, 0, imageWidth, imageHeight);
    //context.drawImage(image, 0, 0, imageWidth, imageHeight);
    
    imageData = context.getImageData(0, 0, imageWidth, imageHeight).data;

    createPaticles();
    tick();
  };
  
  image.src = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/175711/tree_star.jpg";
}

function createPaticles() {
  var colors = [];
  var weights = [0.2126, 0.7152, 0.0722];
  var c = 0;

  var geometry, material;
  var x, y;
  var zRange = 400;

  geometry = new THREE.Geometry();
  geometry.dynamic = false;

  x = imageWidth * -0.5;
  y = imageHeight * 0.5;

  shaderAttributes = {
    vertexColor: {
      type: "c",
      value: []
    }
  };

  shaderUniforms = {
    amplitude: {
      type: "f",
      value: 0.5
    }
  };

  var shaderMaterial = new THREE.ShaderMaterial({
    attributes: shaderAttributes,
    uniforms: shaderUniforms,
    vertexShader: document.getElementById("vertexShader").textContent,
    fragmentShader: document.getElementById("fragmentShader").textContent
  })

  for (var i = 0; i < imageHeight; i++) {
    for (var j = 0; j < imageWidth; j++) {
      var color = new THREE.Color();

      color.setRGB(imageData[c] / 255, imageData[c + 1] / 255, imageData[c + 2] / 255);
      shaderAttributes.vertexColor.value.push(color);

      var weight = color.r * weights[0] +
        color.g * weights[1] +
        color.b * weights[2];

      var vertex = new THREE.Vector3();

      vertex.x = x;
      vertex.y = y;
      vertex.z = (zRange * -0.5) + (zRange * weight);

      geometry.vertices.push(vertex);

      c += 4;
      x++;
    }

    x = imageWidth * -0.5;
    y--;
  }
  console.log(geometry.vertices.length)
  particleSystem = new THREE.ParticleSystem(geometry, shaderMaterial);

  scene.add(particleSystem);
}

function tick() {
  requestAnimationFrame(tick);

  update();
  render();
}

function update() {
  shaderUniforms.amplitude.value = Math.sin(animationTime);

  animationTime += animationDelta;

  controls.update();
}

function render() {
  renderer.render(scene, camera);
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize(window.innerWidth, window.innerHeight);
}
            
          
!
999px

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