<div class="app"></div>
<script type="x-shader/vertex-shader" id="planeVertex">
precision mediump float;
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
varying vec2 vUv;
varying float vDisplacement;
void main() {
vUv = uv;
vec2 uv = vUv;
uv *= 1.95;
float displacement = 1.0 + snoise( vec3( uv.x - uTime * 0.001, uv.x * -uv.y + uTime * 0.008, uTime * 0.05 ) ) * 0.5;
vDisplacement = displacement;
vec3 animatedPosition = position + normal * (10.0 * displacement);
gl_Position = projectionMatrix * modelViewMatrix * vec4( animatedPosition, 1.0 );
}
</script>
<script type="x-shader/fragment-shader" id="planeFragment">
precision mediump float;
uniform float uTime;
uniform vec3 uColor;
uniform sampler2D uTexture;
varying vec2 vUv;
varying float vDisplacement;
void main() {
vec4 texture = texture2D( uTexture, vUv );
texture.a -= pow(vDisplacement * 0.5, 2.0);
texture.rgb += uColor;
gl_FragColor = texture;
//gl_FragColor = vec4(uColor, vDisplacement);
}
</script>
<!-- partial -->
<script src='https://cdnjs.cloudflare.com/ajax/libs/gsap/1.20.2/TweenMax.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js'></script><script src="./script.js"></script>
<script>
const raf = function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback, element) {
window.setTimeout(callback, 1000 / 60);
};
}();
const events = {
on: (element, event, callback, capture) => {
!element.addEventListener && (event = 'on' + event);
(element.addEventListener || element.attachEvent).call(element, event, callback, capture);
return callback;
},
off: (element, event, callback, capture) => {
!element.removeEventListener && (event = 'on' + event);
(element.removeEventListener || element.detachEvent).call(element, event, callback, capture);
return callback;
} };
const select = {
one: (selector, parent) => {
parent || (parent = document);
return parent.querySelector(selector);
},
all: (selector, parent) => {
parent || (parent = document);
var selection = parent.querySelectorAll(selector);
return Array.prototype.slice.call(selection);
} };
const dom = {
events,
select };
const Window = { w: window.innerWidth, h: window.innerHeight };
const map = (num, min1, max1, min2, max2) => {
let num1 = (num - min1) / (max1 - min1);
let num2 = num1 * (max2 - min2) + min2;
return num2;
};
class Plane extends THREE.Group {
constructor() {
super();
const geometry = new THREE.PlaneGeometry(50, 25, 32, 32);
this.uniforms = {
uTime: { value: 0 },
uTexture: { value: new THREE.TextureLoader().load('https://static.tildacdn.com/tild6564-6166-4361-b930-663633393638/Frame_46.png') },
uColor: { value: new THREE.Color(0xffffff) } };
const material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
fragmentShader: dom.select.one('#planeFragment').textContent,
vertexShader: dom.select.one('#planeVertex').textContent,
side: THREE.DoubleSide,
transparent: true });
this.mesh = new THREE.Mesh(geometry, material);
this.add(this.mesh);
this.update = this.update.bind(this);
}
update(d) {
this.uniforms.uTime.value += d * 0.01;
}
resize(w, h) {
}}
class Xp {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(25, Window.w / Window.h, 1, 1000);
this.camera.position.z = 100;
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
this.renderer.setSize(Window.w, Window.h);
this.renderer.setClearColor(0x000000);
dom.select.one('.app').appendChild(this.renderer.domElement);
this.DELTA_TIME = 0;
this.LAST_TIME = Date.now();
this.mouse = new THREE.Vector2();
this.bind();
this.initMeshes();
this.resize();
}
bind() {
['update', 'resize'].
forEach(fn => this[fn] = this[fn].bind(this));
}
initMeshes() {
this.plane = new Plane();
this.scene.add(this.plane);
}
update() {
this.DELTA_TIME = Date.now() - this.LAST_TIME;
this.LAST_TIME = Date.now();
this.plane.update(this.DELTA_TIME);
this.renderer.render(this.scene, this.camera);
}
resize() {
this.renderer.setSize(Window.w, Window.h);
}}
class App {
constructor() {
this.bind();
this.addListeners();
this.xp = new Xp();
}
bind() {
['onResize', 'update'].
forEach(fn => this[fn] = this[fn].bind(this));
}
addListeners() {
dom.events.on(window, 'resize', this.onResize);
}
init() {
this.update();
}
onResize() {
Window.w = window.innerWidth;
Window.h = window.innerHeight;
this.xp.resize();
}
update() {
this.xp.update();
raf(this.update);
}}
const CoolApp = new App();
dom.events.on(window, 'DOMContentLoaded', () => {
CoolApp.init();
});
</script>